Difference between revisions of "M-learning"
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M-learning technologies enable people to engage in educational experiences at any time, from anywhere, by leveraging the unique capabilities of mobile software systems and mobile devices. The NBCC Mobile First Technology initiative's (MFTi) work in m-learning has included e-book design for television apps, location-based learning, and gamification. MFTi expects to begin developing m-learning applications that employ mixed reality using the Microsoft HoloLens. | M-learning technologies enable people to engage in educational experiences at any time, from anywhere, by leveraging the unique capabilities of mobile software systems and mobile devices. The NBCC Mobile First Technology initiative's (MFTi) work in m-learning has included e-book design for television apps, location-based learning, and gamification. MFTi expects to begin developing m-learning applications that employ mixed reality using the Microsoft HoloLens. | ||
'''Projects''' | '''Projects''' | ||
− | * [[ | + | * [[ContendoVR]] |
− | * [[ | + | * [[Learning Game Classification and Development | Learning Game Classification and Development: Methods, Processes, and Heuristics]] |
− | * [[ | + | * [[NBCC Location-based Object Management Framework for M-learning]] |
− | + | * [[Smart TV app for the Abigail Massey at McAdam Train Station Series]] | |
− | * [[ | + | * [[Prototyping e-Book Delivery Using Smart TV Apps]] |
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− | * [[ | ||
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'''Research topics''' | '''Research topics''' | ||
− | ''e-books, smart television apps, geo-spatial apps, K-12, postsecondary, professional training, gamification, augmented reality, mixed reality | + | ''e-books, smart television apps, geo-spatial apps, K-12, postsecondary, professional training, gamification, augmented reality, mixed reality'' |
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'''Technologies''' | '''Technologies''' | ||
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Latest revision as of 23:11, 24 April 2017
The New Brunswick Community College – Centre for Applied Research in Mobile & Ubiquitous Computing
M-learning technologies enable people to engage in educational experiences at any time, from anywhere, by leveraging the unique capabilities of mobile software systems and mobile devices. The NBCC Mobile First Technology initiative's (MFTi) work in m-learning has included e-book design for television apps, location-based learning, and gamification. MFTi expects to begin developing m-learning applications that employ mixed reality using the Microsoft HoloLens.
Projects
- ContendoVR
- Learning Game Classification and Development: Methods, Processes, and Heuristics
- NBCC Location-based Object Management Framework for M-learning
- Smart TV app for the Abigail Massey at McAdam Train Station Series
- Prototyping e-Book Delivery Using Smart TV Apps
Research topics
e-books, smart television apps, geo-spatial apps, K-12, postsecondary, professional training, gamification, augmented reality, mixed reality
Technologies
EPUB, Microsoft HoloLens, ObjectVR, tvOS, Unity
Contact
William McIver Jr., Ph.D.
NSERC Industrial Research Chair in Mobile & Ubiquitous Computing
Centre for Applied Research in Mobile & Ubiquitous Computing
New Brunswick Community College
Centre for Applied Research in Mobile & Ubiquitous Computing URL: http://wiki.nbcc.mobi
E-mail: bill.mciver@nbcc.ca
Twitter: @mciverNBCC
Blog: http://mciver.mobi/
New Brunswick Community College URL: http://nbcc.ca
Media inquiries
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The New Brunswick Community College – Centre for Applied Research in Mobile & Ubiquitous Computing is supported by
the Natural Sciences and Engineering Research Council of Canada.