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Niko chen

The new Camtasia Studio 8, the Flipped Classroom and Mobile Learning [Review] | The m-Learning Revolution Blog - 3 views

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    The new Camtasia Studio 8 allows quizzes and hotspots to be added in the video. Camtasia interactive videos can also be played on iPhone with TechSmith's Smart Player.
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    A good alternative to replace Captivate production on e-lecture.
Kartini Ishak

MentorMob - Learn What You Want, Teach What You Love - MentorMob - 6 views

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    Mentor mob is a tool for creating e-learning content.   
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    Excellent find! It's actually a tool for curating e-learning content. I might use this for a class this month!
Ashley Tan

Pulling informal learning | Harold Jarche - 3 views

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    For the IDs to digest. Training is Push. Informal learning is mostly Pull.
bernard tan

Why Serious Games differ to elearning; it's obvious no? - 1 views

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    Very interesting. This articles talks about pacing in activity by using example of gaming. I have always believed in progressive advancement in difficulty or challenge, reward or difficulties ( be it anything) then this article differed this view. Example if you eat good restaurant food everyday, your taste bud will soon fail to distinguish good or bad food and just learn to accept. this could be applied to things we do in life - challenges, job satisfactions or even learning to get better engagement. It enlighten me on how true this is- in game series when they do or do not uses this approach, the successful one in the series are those used this such as MGS1 and MGS3 in the series and why not 2 because this factor - pacing.
Ashley Tan

Centre for e-Learning - 0 views

  • The Cel Team
    • Ashley Tan
       
      CeL
  • previously
    • Ashley Tan
       
      Change "previously" to "was".
  • We promote three main initiatives: Mobile learning, Open learning, and Social learning
    • Ashley Tan
       
      Turn this into a single sentence.
  • ...2 more annotations...
  • Our focus is now ICT-mediated pedagogies and our mission is to support, initiate, and sustain various forms of blended and e-learning.
    • Ashley Tan
       
      Add before this sentence: We are now part of the Office of Teacher Education. Our focus is ICT-mediated...
  • us and our
    • Ashley Tan
       
      Change to: "what we do by clicking on"
wittyben

Mobile Devices for Learning: What You Need to Know (now available in Spanish!) | Edutopia - 0 views

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    Here's a handy guide to Mobile Devices for Learning...
mazlanhasan

Are You Ready for Mobile Learning? (EDUCAUSE Quarterly) | EDUCAUSE - 1 views

  • Frequent use of mobile devices does not mean that students or instructors are ready for mobile learning and teaching
  • Wherever one looks, evidence of mobile penetration is irrefutable: cell phones, PDAs, MP3 players, portable game devices, handhelds, tablets, and laptops abound. No demographic is immune from this phenomenon. From toddlers to seniors, people are increasingly connected and are digitally communicating with each other in ways that would have been impossible only a few years ago.5
  • Consequently, it comes as no surprise that sooner or later people would begin to look for ways to integrate mobile computing into e-learning to make courses more accessible and portable. For example, Duke University made headlines when it provided all incoming freshmen with their own 20-gigabyte iPods. Similarly, the Virginia Tech College of Engineering became the first public institution to require all students to purchase a tablet PC beginning with incoming freshmen in fall 2006.
mazlanhasan

Why The iPad Is a Learning Tool by Sesh Kumar : Learning Solutions Magazine - 1 views

  • as a learning tool, the iPad’s single-screen interface reduces elements of interruption and potentially enhances user orientation to a specific task. An abundance of features can be a disturbance to the cognitive process, and educators often prefer mobile devices without distractive features like messaging and phone calls.
  • Modern educators are voicing the need for learning to be more contextual and engaging. Mobile phones and digital whiteboards add a level of interactivity, but not a lot of computing power, and a laptop is not always convenient.
  • The iPad fills this gap by enabling a host of activities such as referencing, collaborating, and creating content. In an August 2010 Wired.com article, “The Web Is Dead. Long Live the Internet,” the transformation from open Web browsing to specialized apps was a change driven by the Apple model of mobile computing. The iPad leverages this trend by providing personalized choice of content, a big plus for student users.
Sally Loan

Who Owns Mobile Learning in Your Organization? by John Feser : Learning Solutions Magazine - 0 views

  • The reality is that developing mobile solutions, whether for learning or another purpose, requires a significant investment in technology and skills, either or both of which the current HR or learning department may not possess.
  • Given the ties mobile will have to the organization’s Web infrastructure, IT will want to have input to issues such as security, the devices involved, sharing of data, bandwidth, and customer support (who gets called when there is a problem), as well as a myriad of other issues.
  • First, be aware of the many groups that have a stake or interest in mobile development in general, not just mobile learning
Eveleen Er

Technology Integration Matrix - 2 views

  • The Technology Integration Matrix (TIM) illustrates how teachers can use technology to enhance learning for K-12 students
  • The TIM incorporates five interdependent characteristics of meaningful learning environments: active, collaborative, constructive, authentic, and goal directed (Jonassen, Howland, Moore, & Marra, 2003). The TIM associates five levels of technology integration (i.e., entry, adoption, adaptation, infusion, and transformation) with each of the five characteristics of meaningful learning environments.
  • Together, the five levels of technology integration and the five characteristics of meaningful learning environments create a matrix of 25 cells.
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    Perhaps we can use this matrix for our workshops as well.
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    Nice find! I particularly like the concept items on the x-axis and they could be used for evaluating e-learning. The vertical concepts are a bit dated.
bernard tan

Casual Game Design » Learning the rules - 0 views

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    game design and learning curve... good analysis and interesting how the different approaches used in how the user learn the game.
Pratima Majal

Challenge Based Learning - 1 views

  • Challenge Based Learning applies what is known about the emerging Learning styles of high school students and leverages the powerful new technologies that provide new opportunities to learn to provide an authentic Learning process that challenges students to make a difference.
Ashley Tan

iPads in Education - Implementation Stories and Lessons Learned (continued) | Emerging Education Technology - 0 views

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    Reference for m-learning principle objectives
Ashley Tan

http://mlearning.noe-kaleidoscope.org/repository/BigIssues.pdf - 2 views

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    Found this resource when looking for a mobile theme for e-fiesta 2012. There are some promising sections on addressing conflicts between informal and formal learning as well as methods for evaluating mobile learning.
yeuann

Location-based learning: The context is mobile | Instructional Design Fusions - 3 views

  • Mobile devices have some unique affordances: They offer location-sensors (e.g., GPS, RFID, WLAN) and they can deliver multimedia content that is time- and place-relevant. Opportunities for embedded assessment can also be used to assess and fine-tune mlearning design.
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    An interesting piece about how the unique affordances of mobile devices enable newer forms of learning.
Shamini Thilarajah

How mobile learning games are different | Instructional Design Fusions - 3 views

  • Mobile learning games offer opportunities for: Mapping:  games that require players to  notice and interact with their communities and physical spaces Touring: games that connect people to organizations (e.g., non-profits, neighborhood organizations) and  people who work there.  These games tell a story through a space, not necessarily about a space. Performing: games that immerse players in role-playing, simulations, and alternative and/or augmented realities
  • Mobile games can incorporate conversations and activities in real-time as well as asynchronous activities through the use of physical and virtual social networks.
  • mobile learning games are more likely to connect learners to physical and social spaces than online games played on personal computers  or using video consoles.
  • ...1 more annotation...
  • Mobile learning game mechanics should connect to social experiences and tap into all of the affordances of mobile devices, such as the ability to: Take pictures Record audio and video Obtain location-based information (e.g., via GPS), Text Communicate through social media Communicate via phones (probably the least utilized potential of these devices) Additionally, activities should be tied to locations that are relevant to the learners (e.g., schools, popular clubs, relevant workplace environments) (Maxl & Tarkus, n.d.).
Ashley Tan

Teaching and Learning with Technology Blog: E-portfolios for Learning - 2 views

  • Google Sites for Education has only recently been considered for portfolio development but offers promising solutions to effectively build learning, assessment, and showcase portfolios including artifact storage, privacy control, collaboration, reflection, and ownership. Although orientation, training, and ongoing support are strongly recommended, Google Sites is easy-to-use and provides built-in tools to insert evidence of extended learning from sources such as social media sites.
yeuann

YouTube - ‪Predator: A Visual Tracker that Learns from its Errors‬‏ - 0 views

shared by yeuann on 07 Jul 11 - No Cached
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    I just happened to think: Imagine if this pattern-recognition tech concept could be adapted to mobile phones in the near future, it might make for a very powerful blended learning / augmented reality tool. :) According to the researcher, implementation for mobile devices is feasible. Possible applications for m-learning could be: gestural recognition, dynamic object association and the like. E.g. If we could use an iPhone/Kinect to track a student's movements and remotely control an external apparatus halfway across the globe (maybe explore an Amazonian jungle to study biodiversity first-hand), or help disabled students (maybe cerebral palsy sufferers) communicate their thoughts more clearly... or perhaps get the students to "air-sketch" Chinese/Tamil characters to produce music on the go... For more info: http://info.ee.surrey.ac.uk/Personal/Z.Kalal/
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    Oh yes, did I mention Predator is open source too? http://goo.gl/Kj95y
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