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s a report done by the Entertainment Software Association in 2013 states that the age of the average gamer is 30. Gaming has been widely accepted as a recreational activity for years not, however it has just recently been seen starting to make its way into schools as a way of teaching. It has been found as a useful tool not only for education but for motivation as well. Businesses have been the first to implement a gaming system to create an incentive program and motivate their employees. Most of this is done through rewards programs, leader boards, and badges done with a mobile
discussed in relation to the classroom. Online learning has been around for quite some time and can be structured in one of two ways, traditionally with courses or completely paced to the individual. Even through this isnt a brand new topic it has come back into conversations due to massive open online courses otherwise known as MOOCs. Concerns from everyone have been pushed aside and it is now being embraced and reconstructed. Online learning is especially important on college campuses and universities. Students connect with their institutions, others and even their professors online. All of these aspects are being redone in an effort to increase learning. These online learning environments can be very useful. They can make use of many different educational technologies and incorporate videos, badges, and many
others. This new look at online learning has opened a door to looking at old ways of learning and finding new ways to make those ways better to create a new way for learning. Time to Adoption: One to Two years or less Mobil Learning
s a study done by the ITU Telecommunicati on Development Bureau shows, 6.8 million people make up the mobile market many of them living in developed countries. Our world is constantly changing and currently we are in a change from the old technology to mobile devices and mobile learning. All across the world people are changing their websites and apps so they fit with mobile devices. These changes open a plethora of doors to education. Mobile learning fits with many different educational situations making it a
great resource for the classroom. With mobile devices being incorporated those possibilities are endless. Students could share their work with everyone in the classroom through the cloud. Not only that but think of the possibilities that come with students being able to connect to others from around the world to enhance the subject being taught them. Students can use the many different uses of a mobile device to create videos and collect more information to enhance their studies and projects. Also the mobile devices can have apps added to them to better enhanc e a curricul um and also give the students a chance to practice an activity in a different way. That is especially useful to medical students when practicing for surgeries and other activities. Scientists can also use
the information provided from apps to constantly update them and keep them current to better
enhance the classroom experience. These devices are expected to be seen more and more
ocial media started as a simple way for people around the world to share videos and pictures and keep in contact with others via many different sites such as Facebook, twitter, vine, Pinterest and many others. It is constantly evolving and starting conversations and relationships every day. Most people have a form of facebook and or twitter which are two of the most used sites. For companies this means a way to contact potential customers, for museums this means making everyone involved feel connected to the museum whether they live close or not. By associating with
Crowd Sourcing Crowd sourcing is using certain methods to get a community to provide information, ideas, and lots of other content that would otherwise be unknown. A great example of this is Wikipedia, a site where anyone from anywhere can post informatio n on a topic not yet discussed. This idea of collecting information has been found widely useful for many companies and lately museums. Museums have been looking toward crowd sourcing to fill in missing details relating to certain
historical events or cultures. Closely related to this is crowd funding, a way for a museum to be funded by its patrons usually via the internet. Museums find crowd sourcing to be useful for getting details about certain living cultures and communities. It helps minimize the lines between them and us and make patrons feel a closer connection to the museum. This is expected to be incorporated into museums with a year maybe even less. Location-Based Services Location-based services are related specifically to one users location. This is closely used with mobile devices and GPs coordinates This service can provide specific and exact information to each person not only to GPS coordinates but in 3D spaces as well. With that being said locationbased information can be provided not only based on the building, but based on the floor in said building. Museums
find this information widely useful to get everyone involved in the exhibits. Children museums in particular find this to extremely useful. Location based services provides a way for children to get involved more with the museum by providing activities related to the exhibits such as scaveng er hunts. These activities get children involved on a deep level than just simply looking and reading about cultures and history. It provides a way for them to become immersed in the information and look deeper at what is provided. For adults it can provide a way to find certain pieces and exhibits they wish to see and give them a way to provide preferences so it can recommend other places to visit and exhibits to look at. Learning-based services can be condensed into an app providing people
with information at their very fingertips for historical events and different cultures. Few museums have put this into place such as the The Timken Museum of Art. They have put into place an app that allows its patrons to receive detailed information about each piece they are looking at in relation to their location within the museum. Also the Art Institute of Chicago has an indoor GPS system that takes patrons on tours through the museum. These tours include six to ten works of art with detailed information about each and are organized not only by collection, but theme and time as well. This practice may seem like a great idea for museums and other companies, but it isnt expected to be widely adopted for at least two to three years.