Archive for the 'mobile apps' Category
Posted by Plamen Miltenoff on 24th October 2013
Greg Jorgensen emailed us with his new darling:
Explain Everything - https://play.google.com/store/apps/details?id=com.morriscooke.explaineverything
and raises a very good question:
What do we know and how do we organize our tools and apps for whiteboard screencasting and lecture capture?
Greg’s choice of the day is atop of a list from the Ed Tech/y and Mobile Learning web site:
next on that top-6-list are
Educreations Interactive Whiteboard
Doceri (http://doceri.com/) is a very promissing app, which Bob Lessinger was pushing to be installed on campuos computers (being free), but it is ONLY iPAD-bound (not even iPHone or iTouch)
In addition to Doceri: Stage : Interactive Whiteboard and Document Camera and Splashtop Whiteboard per: 3 Apps to Turn Your iPad into Interactive Whiteboard ~ Educational Technology and Mobile Learning
Here is a neat table about the compatibility (iOS and Android) for several of these apps:
Here is another good resource from Alaska. The screencasting apps reviewed are the same as above, but other good sources regarding a pedagogy involving the technology.
A broader approach to this issue (Presentation & Screencasting Apps) on Pinterest: http://www.pinterest.com/itechservices/presentation-screencasting-apps/
More apps and possibilities, as well as “how-to” directions here:
Here is an useful blog entry, comparing ExlpainEverything with Educreation –
Lecturnity ( http://www.lecturnity.com )
a lengthy review is available here: http://smorgastech.blogspot.com/?goback=%2Egde_2038260_member_5807615489219772416#%21
Posted in Android, design, Digital literacy, digital storytelling, distance learning, distributive learning, educational technology, gaming, information literacy, information technology, iPAD, learning objects, media literacy, mobile apps, mobile learning, open learning, technology literacy, whiteboard screencasting app | 3 Comments »
Posted by Plamen Miltenoff on 23rd October 2013
The Awesome Power of Gaming in Higher Education
EDUCAUSE 2013 welcomes Jane McGonigal and considers the potential of games in education.
The University of Washington’s Foldit game enables anyone to contribute to scientific research through virtual protein folding. The university’s game developers posit that human gamers’ propensity to not give up on a gaming task – resiliency – make them much more adept at solving complex protein structure prediction and design than supercomputers. And in some ways, they’ve already proven that to be so. Foldit game participants have been named in several published scientific journal articles, including one that describes how a protein structure could be solved and used in the treatment of HIV.
The rich, interactive universe of Grand Theft Auto was the inspiration for this game, developed for The World Bank as a way to teach Sub-Sahara African youths to solve social problems in ways that also could provide a sustainable living. The platform is free and available online and can be used by schools to teach social entrepreneurship. A graphic novel serves as the game’s centerpiece, and players build out their gaming profiles as a comic or graphic novel might retell a superhero’s origin story. Participants complete projects in real life to solve real problems, such as securing a community’s food supply or establishing a sustainable power source, then progress through levels of the game. Those who successfully complete their 10-week missions ultimately earn certification from the World Bank Institute. In 2010, 50 student participants saw their entrepreneurship models funded by the World Bank, including Libraries Across Africa (now Librii), a franchise operating in Ghana.
Not all games must be played out in a virtual space. This game – developed by McGonigal with Natron Baxter and Playmatics – combines real-world missions with virtual clues and online collaboration, resulting in young people working together overnight in the New York Public Library to write and publish a book of personal essays about what they learned.
“The game is designed to empower young people to find their own futures by bringing them face-to-face with the writings and objects of people who made an extraordinary difference.”
Participants spend a night wandering throughout the library’s stacks and research materials, scanning QR codes to prove they found and interacted with the objects of their clues or missions. One 2011 participant, upon discovering the library’s early draft of the Declaration of Independence wrote an essay called a “Declaration of Interdependence.”
More on Jane McGonigal on YouTube:
Posted in Bring Your Own Device BYOD, distributive learning, gaming, information technology, mobile apps, online learning | 1 Comment »
Posted by Plamen Miltenoff on 22nd October 2013
The best learning apps have the following attributes:
1) They’re interactive. Touchscreens beg for touching.
2) They’re designed for shorter playtimes.
3) They’re focused narrowly by age and relevant to what they’re learning and their motor skills.
4) They’re fun, engaging children by making them laugh — but too too much.
5) They’re inter-generational, allowing a way to involve parents.
6) They’re modifiable, giving kids options to personalize.
7) They have built-in goals, to keep kids coming back with incentives.
Posted in hybrid learning, information technology, instructional technology, learning, media literacy, mobile apps, mobile apps, mobile devices, mobile learning, social media, technology, technology literacy | No Comments »
Posted by Plamen Miltenoff on 8th October 2013
See the 2013 report for a full list of key messages, findings, and supporting data.
- Students recognize the value of technology but still need guidance when it comes to better using it for academics.
- Students prefer blended learning environments while beginning to experiment with MOOCs.
- Students are ready to use their mobile devices more for academics, and they look to institutions and instructors for opportunities and encouragement to do so.
- Students value their privacy, and using technology to connect with them has its limits.
p. 10 s
tudents are generally confident in their prepraredness to use technology for course work, but those who are interested in more tech training favor “in calss” guidance over separate training options.
Educause’s ECAR Study, 2013
Posted in distance learning, distributive learning, hybrid learning, information technology, learning, mobile apps, mobile apps, mobile devices, mobile learning, MOOC, open learning, privacy | No Comments »
Posted by Plamen Miltenoff on 28th August 2013
Seeking outside advice about how to manage privacy settings is a big indicator of whether a teen is taking steps to protect his or her privacy; 70 percent of teens have sought privacy advice from an adult or outside source. Of those “advice-seekers” who have mobile devices, 50 percent turned off location tracking features, as compared to 37 percent of teens who did not seek advice on privacy.
Posted in mobile apps | No Comments »
Posted by Plamen Miltenoff on 25th April 2013
Foster, Steve <Steve.Foster.email@example.com>
- Top Hat Monocle
Steve Popovich <firstname.lastname@example.org>
- Turning Technologies
Jordan Ferns <email@example.com>
presented their products
Presentation is available online http://media4.stcloudstate.edu/p26841238/
Posted in assessment, clickers, collaboration and creativity, learning, mobile apps, technology | No Comments »
Posted by Plamen Miltenoff on 25th March 2013
Technology Instruction Week: Social Media
March 25 – March 29
MC 205 | 1:00pm – 2:00pm
Facebook: does it belong in the classroom? Why, how and when…
Apps for collaboration and creativity
I found a job on Twitter….
LinkedIn is my resume…
Is social media a nuance or perfect opportunity for school?
Register for the 1:00pm session at (not required):
on Twitter: @SCSUtechInstruc | #techworkshop
Posted in collaboration and creativity, distance learning, distributive learning, learning, mobile apps, social media, twitter | No Comments »