Posted by Plamen Miltenoff on 27th January 2015
The competition narrows down between Microsoft HoloLens, Facebook Oculus and Google Glass. Each of them bets on different possibilities, which wearable bring.
Also available as podcast: https://itunes.apple.com/us/podcast/apm-marketplace-tech/id73330855
Pls consider our related IMS blog entries:
Posted in Facebook, mobile devices, mobile learning | No Comments »
Posted by Plamen Miltenoff on 25th January 2015
Microsoft’s HoloLens prototype has all the innards of a computer built directly into the headset. That means no cords or even a smartphone required.
Just as VR rivals Oculus (owned by Facebook) and Google are trying to reimagine virtual experiences with their head-worn devices, Microsoft wants us to imagine a world without screens, where information merely floats in front of you.
Posted in gaming, information technology, mobile devices, mobile learning, technology literacy | No Comments »
Posted by Plamen Miltenoff on 23rd January 2015
1. 82% of marketers who blog see positive ROI for their inbound marketing
2. 70% of consumers want to get to know a company through articles, rather than ads
3. Content costs 62% less than traditional marketing, and generates 3x as many leads
4. Visual content generates 94% more views than text based posts
5. By 2017, 87% of internet device sales will be smartphones and tablets
6. 69% of marketers cite a lack of time as the biggest challenge when creating content
7. An incredible 27,000,000 pieces of content are shared each day
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Posted by Plamen Miltenoff on 12th January 2015
How To Use The App That Will Make Your Photos Look So Much Better
VSCO Cam available for mobile devices
VSCO Cam allows users to transform bland photos into gallery-worthy artistic images.
Posted in Digital literacy, information technology, instructional technology, mobile learning, social media, technology, technology literacy | No Comments »
Posted by Plamen Miltenoff on 27th November 2014
In their January 2013 Digital Literacy Task Force Report, the American Library Association Office for Information Technology Policy (ALA OITP) defines digital literacy as the following:
“Digital literacy is the ability to use information and communication technologies to find, understand, evaluate, create, and communicate digital information, an ability that requires both cognitive and technical skills.”1
Key findings from the press kit, executive summary, and full report state that from a national perspective:
• 62% of libraries report that they are the only source of free Internet access in their communities.
• More than 90% of public libraries offer formal or informal technology training.
• 91% of public libraries provide free Wi-Fi, and 74% of libraries report use of Wi-Fi increased in 2011.
• Over 60% of libraries report increased use of public access workstations.
• 65% of libraries report having an insufficient number of public computers to meet demand.
• 57% of libraries report flat or decreased operating budgets in FY2011.
• For the third year in a row, 40% of state libraries report decreased state funding for public libraries.1
What if LRS offers technology training at the SC Public Library?
Posted in Digital literacy, Library and information science, technology | No Comments »
Posted by Plamen Miltenoff on 19th November 2014
Please look at our blog entry:
my note: article is written for the corporate world, but there is no reason why not apply in higher ed.
While applying gaming in learning content, we create timed quizzes, mazes and other such learning tools, which award the learner points, badges or other collectibles. The same mechanics are employed to embed gamification in our strategy for delivering content. Gamification provides an added incentive for learning, making the process of learning enjoyable through the excitement of built-in gaming elements.
two strongest components that help gaming to deliver effective learning – healthy competition between peers and asense of achievement.
- Collectible points that can be redeemed
- Discounts on new content
- Expert status
- Special privileges in the portal
- Fame on the Social Circuit: Leading professional networking site ‘LinkedIn’ has a popular gamification element that has worked very well among users.
Our WiZDOM LMS v5.0 is a new-age Learning Management System which has the built-in capabilities of gamification to make sure that the learner feels motivated to complete the e-courses and is able to have fun while doing it! But while employing game-based learning within the LMS, a few points need to be kept in mind:
- Know your audience well
- Provide real benefits
- Keep a close eye
- Keep evolving to make it fun
Posted in Desire2Learn (D2L), gamification, gaming, LinkedIn | No Comments »