Difference between revisions of "M-learning"

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'''Projects'''
 
'''Projects'''
 
* [[nbcc_ca_mobi_project_contendovr | ContendoVR: A Collaboration with Contendo Training Solutions]]
 
* [[nbcc_ca_mobi_project_contendovr | ContendoVR: A Collaboration with Contendo Training Solutions]]
* [[nbcc_ca_mobi_project_learninggamedev | Learning Game Classification and Development: Methods, Processes, and Heuristics]]
+
* [[nbcc_ca_mobi_project_mcap_fme_gamedev | Learning Game Classification and Development: Methods, Processes, and Heuristics]]
 
* [[nbcc_ca_mobi_project_telepresencerobotics | Telepresence Robotics for Distance Education]]
 
* [[nbcc_ca_mobi_project_telepresencerobotics | Telepresence Robotics for Distance Education]]
 
* [[nbcc_ca_mobi_project_nlomfml | NBCC Location-based Object Management Framework for M-learning]]
 
* [[nbcc_ca_mobi_project_nlomfml | NBCC Location-based Object Management Framework for M-learning]]

Revision as of 17:07, 9 April 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. 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