Difference between revisions of "M-learning"

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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. 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'''
* [[nbcc_ca_mobi_project_contendovr | ContendoVR: A Collaboration with Contendo Training Solutions]]
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* [[ContendoVR]]
* [[nbcc_ca_mobi_project_learninggamedev | Learning Game Classification and Development: Methods, Processes, and Heuristics]]
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* [[Learning Game Classification and Development | Learning Game Classification and Development: Methods, Processes, and Heuristics]]
* [[nbcc_ca_mobi_project_telepresencerobotics | Telepresence Robotics for Distance Education]]
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* [[NBCC Location-based Object Management Framework for M-learning]]
* [[nbcc_ca_mobi_project_nlomfml | NBCC Location-based Object Management Framework for M-learning]]
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* [[Smart TV app for the Abigail Massey at McAdam Train Station Series]]
* [[nbcc_ca_mobi_project_spheroprototyping | //Title TBC ]]
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* [[Prototyping e-Book Delivery Using Smart TV Apps]]
* [[nbcc_ca_mobi_project_spherodrawing | //Title TBC ]]
 
  
 
'''Research topics'''
 
'''Research topics'''
  
e-books, smart television apps, geo-spatial apps, K-12, postsecondary, professional training, gamification, augmented reality, mixed reality
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''e-books, smart television apps, geo-spatial apps, K-12, postsecondary, professional training, gamification, augmented reality, mixed reality''
  
 
'''Technologies'''
 
'''Technologies'''
  
Apple TV, EPUB, Microsoft HoloLens, ObjectVR, Unity
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''EPUB, Microsoft HoloLens, ObjectVR, tvOS, Unity''
 
 
  
 
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Latest revision as of 00:11, 25 April 2017


The New Brunswick Community College – Centre for Applied Research in Mobile & Ubiquitous Computing

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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.

Projects

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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