Trend One: Social Mobile
Trend Two: Socialization of Search
Trend Three: Geo-Targeting of Social Media Marketing
Trend Four: Social Commerce
Trend Five: Social Gaming
Trend Six: Global Magazine Super Blogs
Trend Seven: Global Micro Niche Business
"Upload photos, video, and audio files once through the Pixelpipe Media Gateway and distribute your content across over 100+ social networks, photo/video sites, blogs, and other online services."
the Horizon Report: 2009 K-12 Edition, is the second in a new series of regional and sector-based reports, and examines emerging technologies for their potential impact on and use in teaching, learning, and creative expression within the environment of pre-college education.
Are you LinkedIn? Do your students Tweet during a field trip? If you're like many NSTA members, the answer is "yes" with a caveat: Not in school.
Excellent article featuring James gates, includes brief info about Flat Classroom and use of social media tools
At the core of FreshBrain is an open and free web site freshbrain.org that provides teens with the opportunity to explore, engage, and create through activities and projects. FreshBrain takes advantage of the latest technologies, such as web conferencing and social networking, to provide a very progressive environment where teens can complete activities and work together on projects. This experience is enhanced with Advisors, available to support and mentor teens who are working on projects, with the intention of increasing the likelihood of success. In addition, FreshBrain provides teens with tools and training in the latest technologies to complete these projects.
Providing the latest tools in technology, and a social interactive networking environment, has enabled teens to explore, create, and share with others. A result of pulling these two key online arenas together into one solution has enabled FreshBrain to attract teens comfortable with technology and communicating online. Creations from FreshBrain users range from music videos to logo designs.
Eat, Pray, Love" Author Elizabeth Gilbert muses on the impossible things we expect from artists and geniuses -- and shares the radical idea that, instead of the rare person "being" a genius, all of us "have" a genius. It's a funny, personal and surprisingly moving talk.
This presentation contains data about how Baby Boomers use the internet. It charts the rise of broadband, wireless connections, and a variety of internet activities, including e-commerce.
Alternate reality games (ARGs) weave together real-world artifacts with clues and puzzles hidden virtually any place, such as websites, libraries, museums, stores, signs, recorded telephone messages, movies, television programs, or printed materials. ARGs are not computer or video games, but electronic devices are frequently used to access clues. Players can meet and talk with characters in the narrative and use resources like postal mail, e-mail, the web, or the public library to find hints, clues, and various pieces of the puzzle. ARGs open doors into the future of students' professional lives, where they will be expected to solve complex problems by taking necessary raw materials from multiple resources, thinking critically and analytically, and putting their individual skills, interests, and abilities at the disposal of a group dedicated to a common goal.
Facilitated by Vicki Davis and Julie Lindsay, this session is a virtual link-up with the Flat Classroom Conference in Doha, Qatar and Educon 2.1 in Philadelphia, Pennsylvania, USA. This event is also our official kick-off event for our www.FutureofEducation.com interview series, sponsored by the KnowledgeWorks Foundation and with support from Elluminate!
This presentation pulls together the latest Pew Internet data about how teens use the internet, their cell phones, and other technology. It explores how the world of digital natives is different from their predecessors.