Difference between revisions of "M-learning"

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(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. M-learning solutions can, if carefully designed and managed, enable modes of learning and social interactions amongst teachers and students that improve educational outcomes in an efficient and cost-effective manner.
 
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. M-learning solutions can, if carefully designed and managed, enable modes of learning and social interactions amongst teachers and students that improve educational outcomes in an efficient and cost-effective manner.
  
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's expects to begin developing m-learning applications in the area of mixed reality using the Microsoft HoloLens.  
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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'''

Revision as of 18:11, 26 March 2017


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M-learning

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. M-learning solutions can, if carefully designed and managed, enable modes of learning and social interactions amongst teachers and students that improve educational outcomes in an efficient and cost-effective manner.

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

Research topics

e-books, smart television apps, geo-spatial apps, K-12, postsecondary, professional training, gamification, augmented reality, mixed reality

Technologies

Apple TV, EPUB, Microsoft HoloLens, ObjectVR, Unity