• Digital Consumers & Digital Learners

    1. Tech Trends

      1. Mobile

        1. 3 babies born a second

        2. 38 mobile devices are manufactured every second

        3. 4.1B Mobile Subscribers

        4. 19 million new subscribers in India every monthy

        5. 650M in China (more than US + UK + Germany + Japan

        6. Smartphones 12.5& d3evices sales in 2009

          1. The new personal computer

          2. Disruptive Tech

        7. Device Market is saturating

        8. Apps

          1. 10 years old

          2. Apple Revolutionized the App market

            1. Good phone

            2. fantastic distribution model

          3. nOKIA on the rise

          4. Google

            1. Android

            2. Nexus 1

        9. People are becoming more sophisticated and discerning in their consumerism

      2. eReaders

        1. 2010 'the year of the eReader'

          1. Kindle

          2. Kendle DX

          3. Sony Reader

          4. Nook

          5. Que

          6. Samsong E6 & EE101

          7. iPhone

            1. Kindle Books

          8. iPad

        2. 5M eReaders 2009

          1. Projected 10M in 2010

          2. Projected US $1B in next 3 years

        3. Library in your pocket

        4. Netbooks

        5. Slates

        6. Gaming Devices

      3. Social Networks

        1. Facebook

          1. 350M

          2. 1M / Day added

          3. 70% are outside the U.S.

        2. windows Live

        3. Myspace

          1. 200M

        4. Time spent on Social Networks exceeded time spent on eMail in 2009

        5. How do we incorporate that meaningfully in Education

        6. A move toward specialized social networks

      4. Virtual Worlds & Gaming

        1. $25B industry Bigger than Hollywood

        2. Game system is often the most powerful computer in the home

          1. There are now games producers who are now selling only education games

        3. 145M gamers in US alone

          1. 50% population

          2. 95% K-12 students

        4. Virtual Worlds

          1. Accelerating

          2. Pearson owns one

    2. Consumers Expectations

      1. Communication and collaboration

      2. engagement

      3. Personalization

      4. Choice

      5. Filtering

      6. Anytime, Anywhere

    3. Students as learners

      1. Web 2.0

        1. "College students' studying is generally very traditional - methods fixed in school, and consolidated by traditional teaching." Ball State Unversity

        2. Subtopic 2

      2. Moble

        1. "Students use mobile divices for communicationa nd fun. Most don't (yet) expect to 'learn' with these devices." OLIN College student Research

        2. Subtopic 2

      3. eBOOKS?

        1. 55% used just 1 chapter/month

        2. 60& [UK higher-ed students] now use ebooks

        3. for only 1.3 minutes

    4. Experimental Digital Learning

      1. Mobile

        1. Anytime, Anywhere Learning

          1. Algebra

        2. Mobile Homework: Ladybird Mobile Reading (Nigeria)

          1. Kindergarten

        3. Mobile: English-Language Learning Mobiledu (Person-Nobia, China)

      2. Social Networks

        1. ActiveEnglish

          1. Pearson-LiveMocha

            1. Connects people who are trying to learn the same language.

      3. Gaming

        1. Poptropica

          1. Helps students learn about the world they live in (Creative Quests)

          2. Stories

          3. Very Very Safe

  • All Comments ( 0 )

    Digital Consumers & Digital Learners

    Added: 2010-03-04 08:54:44

    From: dwarlick (Joined 2009-05-29 12:59:12)

    487 views |0 downloads

    Digital Consumers & Digital Learners

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