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EVERYDAY
TECHNOLOGY
By: Ken Zampino
PREZI
 Communication Prezi
TECHNOLOGY
 1900-1920’s
•
•
•

J. Stuart – First Animated Film
First radio station, KDKA.
First Radio Network, NBC

 1930’s-1950’s
•
•
•

Watson-Watt creates Radar
Two way Radio
London TV broadcast

 1960’s-1980’s
•
•
•

First Personal Computer
Pong Video Game/Home Game
Systems
Audiotape Cassettes/Walkman

 1990’s-2000
• Microsoft Introduces Windows95

• EBay Created
• Instant Messenger

 2001 - Present
• Wikipedia – “952”
• Social Media
• YouTube
• iPod,iPad,iPhone
• 3d Technology
TECH + EDUCATION
Study Habits

Lectures
Unengaging

TechOverload

More
Collaboration

Increased
Tech
Skills/Design
Skills
TECH + BUSINESS
Cloud
Computing

Distraction/
Employee
Morale

Mobility

Speed/
Location

Internet/
Social
Media
GAMIFICATION
 Overview:
• Educational games immerse the student in the game, where content
and curricula are delivered or juxtaposed. Gamification aims to
incorporate elements of games, such as levels and badges.
• Becoming more possible with internet.

 Relevance:
• Video games help reinforce connections and communications.
• Critical thinking in a game (a certain discipline) can help to reinforce
the real world applications of concepts, ideas, or techniques.
• Badging, a system of recognition that allows students to accumulate
documentation of their skills, achievements, qualities, and interests in a
visual public facing format.
GAMIFICATION
 In Practice:
• Capsim
• Everest – Harvard simulation
• ClassDojo

 Future/Stats:
• Companies more revenue.
• Market expected to be 5
billion in5 yrs.
• 63% - fun and rewarding.
• 51% - to watch closer.
PERSONAL USE
Type Of Tech Used

Desc.

Cell-Phone

To txt or call friends or family to
stay connected.

Laptop

Mobile computing during work
hours, but also use to browse the
web.

XBOX 360

To play videogames and enjoy
downtime.

iPod

To listen to music on the go.

Email

Keep connect to bosses, teachers,
and others I need to contact in a
professional way.

Microsoft Office/JD Edwards

Programs I use to get my work
done.
FUTURE?
QUESTIONS
1. Two ways technology effects education?
2. Is Gamification a new idea? Why is it becoming popular now?
3. Why is mobility important for businesses?
BIBLIOGRAPHY


https://www.atlassian.com/en/communication-through-the-ages-infographic



http://content.time.com/time/interactive/0,31813,2029221,00.html



http://www2.ed.gov/pubs/EdReformStudies/EdTech/effectsstudents.html



http://www.devry.edu/technologys-impact-on-education.html



http://gauravhardikar.com/tech_education/negative.html



http://smallbusiness.chron.com/technologys-negative-impact-business-19118.html



http://money.howstuffworks.com/technology-changed-business1.htm



http://smallbusiness.chron.com/effects-technology-business-communications-23045.html



http://blogs.sap.com/innovation/innovation/top-three-technology-trends-with-the-biggest-impact-on-

companies-017435


http://www.yukaichou.com/gamification-examples/top-10-education-gamification-examples/



http://www.getmoreengagement.com/gamification/12-surprising-gamification-stats-for-2013
GAMIFICATION FACT
SHEET
SLIDE SHARE

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BMIE Final

Editor's Notes

  1. 1. 91% Communicate thru email 78% Cant study without aid25% of class time browsing internet or using phone 2.4 avg. txts per class….More where to find info then to know info.
  2. M – ¼ of people spend more time out of the office then inCC – 28% of people going to cloud cost effective saves timeEM – Lose morale when you don’t see boss
  3. Furthermore, educational gameplayhas proven to increase soft skills in learners, suchas critical thinking, creative problem-solving, andteamwork.
  4. 63% of American adults agree that making everyday activities more like a game would make them more fun and rewarding 51% of American adults agree that if a layer of competition were added to everyday activities, they’d be more likely to keep closer watch of their behavior in those areas