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. 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 | + | 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
- ContendoVR: A Collaboration with Contendo Training Solutions
- Learning Game Classification and Development: Methods, Processes, and Heuristics
- Telepresence Robotics for Distance Education
- NBCC Location-based Object Management Framework for M-learning
- //Title TBC
- //Title TBC
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