ARLearn is a tool suite for educators and learners supporting different phases and activities during a field trip. Learners can use the ARLearn app to explore and annotate the real world, while teacher can monitor their progress in real time.
The ARLearn platform is intended for teachers that organize a field trip, but can support other serious game scenarios as well. For instance, professionals could use the app when inspecting a site a make notes that are synchronised with their current location. With a web based authoring tool, teachers can add assignments or information to a map.
As we aimed to lower the threshold for (re)using the application, we decided to build on a cloud computing infrastructure. As a result, teachers don’t need to set up a server for using the tool, neither do they need to rely on the infrastructure of the Open University of the Netherlands.
WiFiSLAM is transforming the indoor location world. Our solution creates an entirely new way to interact with the indoors, and allows you to augment your physical space with location-aware services.
Before steps are taken to impose limits on the use of social media and mobile technologies in schools, policymakers and educators need to consider the consequences for learning that such restrictions would produce. In this document, we argue that such action should carefully consider the advantages of social media for learning and that these guidelines for responsible use bring media into mentored environments where they can be safely explored and shared.
Many of the problems raised by these new technologies – from bullying to engaging in risky behavior – are not new to the public discourse, but are merely being delivered in different media. The challenge to responsible educators remains the same: to provide stimulating and safe learning environments that support the acquisition of practical skills necessary for full participation as a 21st-century citizen. Achieving this without mentored use of new technologies seems both impractical and counterproductive. One of the most powerful reasons to permit the use of social media and mobile devices in the classroom is to provide an opportunity for students to learn about their use in a supervised environment that emphasizes the development of attitudes and skills that will help keep them safe outside of school.
Booktype is a free, open source platform that produces beautiful, engaging books formatted for print, Amazon, iBooks and almost any ereader within minutes. Create books on your own or with others via an easy-to-use web interface. Build a community around your content with social tools and use the reach of mobile, tablet and ebook technology to engage new audiences.
SCVNGR is a game all about going places, doing challenges and earning points. The game is played from a custom app on iPhone and Android as well as via SMS. It is not a text message scavenger hunt. Instead of riddles to guide you to a place, SCVNGR concentrates on completing challenges at a particular location.
AppFurnace provides everything you need to transform your cool designs into hot apps!
You get your own set of online, logically designed tools that will inspire you to design, build, test, publish and track mobile apps yourself.
We host all of your work and when you are ready to publish we provide you with a fully packaged app for you to submit to the App Stores. (Apple App Store now, Android coming soon).
The Mobile Learning infoKit is a developing resource from JISC infoNet launched at ALT-C 2011 alongside the new JISC publication Emerging Practice in a Digital Age (September 2011). Augmenting the Emerging Practice guide, this infoKit is a practical guide for educational institutions planning to implement a mobile learning initiatiative.
At launch, the Mobile Learning infoKit comprises a wiki-based resource collating information and guidance from JISC and other sources. It will develop to include a section on future trends, incorporate additional examples, and be made available in a variety of formats.
This module provides an introduction to the development of mobile and ubiquitous (MU) learning activities. The overall aim is to equip students with the socio-technical expertise to understand the role of mobile technologies in education.
Students will take an interdisciplinary approach to the area, focusing on the key challenges in design, development and deployment of mobile learning experiences. They will be provided with "hands-on" opportunities for designing their own learning experiences and for programming mobile phones during lab sessions.
The AWS SDK for Android provides a library, code samples, and documentation for developers to build connected mobile applications using Amazon Web Services. Example applications developers can build with the AWS SDK for Android include:
A media application that uploads photos, videos, and more to Amazon Simple Storage Service (Amazon S3) for world-wide distribution through Amazon CloudFront.
A social game that shares moves, high scores, and other data between devices using Amazon SimpleDB.
A messaging client that broadcasts messages between devices using Amazon Simple Queue Service (Amazon SQS) and Amazon Simple Notifications Service (Amazon SNS), without requiring any additional server infrastructure.