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  • 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.
  • 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
  • Furthermore, educational gameplayhas proven to increase soft skills in learners, suchas critical thinking, creative problem-solving, andteamwork.
  • 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


  • 1. EVERYDAY TECHNOLOGY By: Ken Zampino
  • 2. PREZI  Communication Prezi
  • 3. 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
  • 4. TECH + EDUCATION Study Habits Lectures Unengaging TechOverload More Collaboration Increased Tech Skills/Design Skills
  • 5. TECH + BUSINESS Cloud Computing Distraction/ Employee Morale Mobility Speed/ Location Internet/ Social Media
  • 6. 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.
  • 7. 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.
  • 8. 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.
  • 9. FUTURE?
  • 10. 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?
  • 11. BIBLIOGRAPHY  ,31813,2029221,00.html        companies-017435  