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Steve Yuen

Amazing Mobile Growth Projected: Cisco Visual Networking Index: Global Mobile Data Traf... - 0 views

  • Global mobile data traffic will increase 26-fold between 2010 and 2015. Mobile data traffic will grow at a compound annual growth rate (CAGR) of 92 percent from 2010 to 2015, reaching 6.3 exabytes per month by 2015. There will be nearly one mobile device per capita by 2015. There will be over 7.1 billion mobile-connected devices, including machine-to-machine (M2M) modules, in 2015-approximately equal to the world's population in 2015 (7.2 billion). Mobile network connection speeds will increase 10-fold by 2015. The average mobile network connection speed (215 kbps in 2010) will grow at a compound annual growth rate of 60 percent, and will exceed 2.2 megabits per second (Mbps) in 2015. Two-thirds of the world's mobile data traffic will be video by 2015. Mobile video will more than double every year between 2010 and 2015. Mobile video has the highest growth rate of any application category measured within the Cisco VNI forecast at this time.
Steve Yuen

New Cengage Learning: Instructors and Students: Technology Use, Engagement and Learning... - 0 views

  • Today’s college students are juggling multiple demands and are also entering school lacking essential skills, which is significantly impacting their ability to study and focus, according to a survey released by Cengage Learning.
  • more than 25 percent of their students enter the classroom without basic skills in reading, writing, math and other areas.
  • nearly half of today’s college students hold jobs and 30 percent report being distracted by external responsibilities,
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  • Tech Effect: Technology Positively Impacts Student Engagement
  • • A majority (58 percent) of instructors believe that technology in courses positively impacts student engagement. • Seventy-one percent of instructors that rated student engagement levels as “high” report seeing a great benefit to learning outcomes as a result of using technology in courses. • Seventy-one percent of students who are employed full-time and seventy-seven percent of students who are employed part-time prefer more technology-based tools in the classroom.
  • Survey Says: Increased Need and Support for Educational Technology According to the survey, students and instructors have seen technology improve engagement in the past 12 months. • In fact, 79 percent of instructors and 86 percent of students have seen the average level of engagement improve over the last year as they have increased their use of digital educational tools. • Additionally, 67 percent of students reported they preferred courses that use a great deal of technology, a nine percent increase from the previous year. • Similarly, 58 percent of instructors said they prefer teaching courses that use a great deal of technology, a 10 percent increase from 2009.
  • What type of impact have the following technologies had on your overall learning? ■ 87% of students believe online libraries and databases have had the most significant impact on their overall learning. ■ 62% identify blogs, wikis, and other online authoring tools while 59% identify YouTube and recorded lectures. ■ E-books and e-textbooks impact overall learning among 50% of students surveyed, while 42% of students identify online portals.Which of the following technologies will have the greatest impact on student engagement? ■ 44% of instructors believe that online libraries and databases will have the greatest impact on student engagement. ■ 32% of instructors identify e-textbooks and 30% identify interactive homework solutions as having the potential to improve engagement and learning outcomes. (ereaders was 11%) ■ 49% of students believe that online libraries and databases will have the greatest impact on student engagement. ■ 31% identify e-textbooks and 27% identify interactive homework solutions as having the potential to improve engagement and learning outcomes. (ereaders was 11%) Students are more optimistic.
Keenon Wynn

Flash Tutorials - 0 views

    • Keenon Wynn
       
      helpful in creating your own tutorials
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    This is another good source for learning flasf which will come in handy for creading your own tool.
Linda Wynn

Apple Fans Chopping Off Hands In Anticipation Of New iHand | Onion News Network - 0 views

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    If we don't laugh at ourselves, someone else will
Steve Yuen

Brainstorming 2.0: Making Ideas That Really Happen - 0 views

  • Disney’s rigorous creative process involves 3 distinct phases of idea development, each of which is designed to unfold in a separate room.
  • Step 1 asks “WHAT are we going to do?” It’s all about dreaming big. Any idea, no matter how absurd, can and should be suggested. Here, you are defining the big, bold objectives that will shape your project. Room Setup: Airy rooms with high-ceilings are the best locations for thinking big. The team should sit in a circle facing each other to promote collaboration and creative flow.Mentality: Any idea is fair game. This step is not about feasibility, it's about surprise. Set aside your assumptions and push yourself to think in new ways.
  • tep 2 asks “HOW are we going to do it?” Now the focus is on creative execution. How will the idea be implemented? Who’s doing which tasks? What’s the timeline? In Disney’s case, this stage would involve sketching out characters, discussing plot, and ultimately building out storyboards. Room Setup: A practical room with a large dry-erase board or wall facilitates strategic planning. The team should sit in a semi-circle facing the board as everyone participates in the execution planning process.Mentality: This is the step where you role up your sleeves and fill in the blanks. You may find a gem of an idea from the first step that needs to be fleshed out. During this phase, seek to resolve every uncertainty around timing, logistics, and feasibility. When something doesn't make sense, question it.
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  • Step 3 asks “WHY are we doing this?” And, “Is this the right approach?” In this final phase, the critic enters the fray, asking hard questions. Is the plan really gelling? Are their unwieldy aspects that need to get cut? Are you meeting the overall project objective? Room Setup: Analytical thinking is best done in smaller, more constrained spaces. (The Disney crew used a small room under the stairs.) The team sits in a single row facing the project plan, which promotes criticism of the project, but not individual people.Mentality: Pose the difficult questions and share the earth-shattering doubts. In step two, you're likely to get lost in the weeds. The third step provides the perspective from the balcony as opposed to the dance floor. In this phase, consider your plan in the context of your business and your long-term mission.  
Michael Trest

Will Windows 8 be good for PC gaming? | PC Gamer - 0 views

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    hmm... interesting
Steve Yuen

The Ultimate Social Media Etiquette Handbook. - 0 views

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    I shared this with my class since we will discuss about this topic soon.
Linda Wynn

Teaching with Technology - Web 2.0 and Instruction - 0 views

  • You should also review some of the concerns that will likely arise as you incorporate new Web 2.0 tools in your instructional practice, especially regarding student privacy, intellectual property rights, and student etiquette.
  • Freedom of Information and Protection of Privacy Act (FOIPOP).
  • To learn more about FOIPOP as well as the considerations faculty should make when selecting a Web 2.0 tool, please see the following resources
Linda Wynn

BitLaw: A Resource on Technology Law - 0 views

shared by Linda Wynn on 09 Feb 11 - Cached
  • BitLaw is a comprehensive Internet resource on technology and intellectual property law. In this site, you will find complete copies of the United States Patent, Copyright, and Trademark statutes, as well as the relevant regulations from the Code of Federal Regulations.
Steve Yuen

comScore Spotlights 2010 Mobile Growth 02/14/2011 - 0 views

  • Smartphone adoption accelerated in both the U.S. and Europe. U.S. smartphone adoption reached 27% of mobile subscribers as of December, up 10 percentage points from the prior year, while European adoption reached 31%, also up nearly 10 points.
  • Network quality and cost of monthly plan were the top two purchase consideration factors for mobile subscribers in the U.S. and U.K.
  • Nokia was the top manufacturer in the U.K., Germany, Italy and Spain. Samsung took the top spot in the U.S. and France, and also ranked in the top three in the U.K., Germany, Italy and Spain.
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  • The number of mobile users that accessed a social networking site at least once a month via their mobile device in 2010 grew 56%, to nearly 58 million in the U.S., and 75% in Europe, to 42 million.
  • More than 75% of mobile subscribers in Japan are connected media users (identified as those who used their browser, accessed applications or downloaded content), far exceeding their U.S. and European counterparts. Japan also saw nearly 10% of its mobile audience make a purchase with their mobile wallet in December 2010.
  • More than a third (36%) of mobile Americans and 29%  of Europeans browsed the mobile Web in December, with access through an application reaching 34% of Americans and 28% of Europeans. Across regions, mobile browsing and application usage is growing in the range of seven to nine percentage points per year.
  • uptake of the mobile Web and apps (34.5%) in the U.S. is roughly on par. It will be interesting to see in 2011 if the mobile Web outpaces app growth as HTML5 gains ground as a platform for building mobile Web sites and creating a more user-friendly experience.
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