What happens when academic support that is time sensitive, event sensitive, and machine aware is delivered to online learners via their own mobile devices? The University of Washington Tacoma (UWT) and Persistence Plus are seeking to apply analytics to this question with a system of behavioral interventions and support to enhance student learning.
GAMING: Game-based learning has been on the cusp of being "the next big thing" for a while now. Perhaps 2012 will be the year. With the flourishing of mobile technologies, with the promise of data and analytics, and with a realization that we can create new and engaging ways to move through lessons, we are likely to see an explosion of educational gaming apps this year. The big question, of course - with this as with every new ed-tech development: does this actually improve learning? When is a educational game fun? What makes it engaging? What makes it actually educational?