ISD Project Management Tools (and Mobile Learning)

1,671 views
1,489 views

Published on

Mindgrub CEO Todd Marks explains the benefits of using tablets and smart phones in the classroom. He touches on eLearning with statistics to support the idea of mobile gaming in the education system.

Published in: Technology, Business
0 Comments
0 Likes
Statistics
Notes
  • Be the first to comment

  • Be the first to like this

No Downloads
Views
Total views
1,671
On SlideShare
0
From Embeds
0
Number of Embeds
1
Actions
Shares
0
Downloads
0
Comments
0
Likes
0
Embeds 0
No embeds

No notes for slide

ISD Project Management Tools (and Mobile Learning)

  1. 1. ISD Project Management Tools (and Mobile Learning) Todd Marks CEO & President Todd.Marks@mindgrub.com @mindgrub
  2. 2. ObjectivesThis presentation will answer the following questions:• What tools facilitate project management of eLearning Development?• What are the benefits of tablets and smart phones in the classroom?• What are the usage statistics for Mobile devices?• What resources are available for producing mobile learning content?• What are the trends in mobile applications and knowledge transfer?
  3. 3. Project Management
  4. 4. ADDIE + PM ToolsOverall • Google Calendar Development • MS Project • Basecamp • Email • DropboxAnalysis • Bugzilla • MS Office • Jira • Excel (requirements, budget • Pivitol Tracker gathering/tracking) • Snagit • iTunes • BrowsersDesign Integration • Power Point (Storyboards, IA) • iPhone/iPad/Android • Lucid Charts • Filezilla (FTP Client) • Visio (IA, Storyboards) - PC Evaluation • Omni Graffle (IA) - MAC • Google Form / Google • InDesign (Storyboards) Spreadsheet • Photoshop / Fireworks (Graphics)
  5. 5. Overall Tools• Google Calendar• MS Project• Email
  6. 6. Analysis• MS Office• Excel (requirements, Budget gathering/tracking)• iTunes
  7. 7. DesignIA / STORYBOARDS• Power Point (Storyboards, IA)• Lucid Charts• Visio (IA, Storyboards) – PC• Omni Graffle (Information Architecture) – MAC• InDesign (Storyboards)GRAPHICS• Photoshop / Fireworks (Graphics)
  8. 8. Development• Basecamp• Dropbox• Bugzilla• Jira• Pivotal Tracker• Snagit• Browsers
  9. 9. Integration• iPhone/iPad/Android• Filezilla (FTP Client)
  10. 10. Evaluation• Google Form / Google Spreadsheet• Poll Daddy, Survey Monkey
  11. 11. Think Outside The Box
  12. 12. Background
  13. 13. Background
  14. 14. Where Are We Going?
  15. 15. Where Are We Now?
  16. 16. Where Are We Now? :: Curiosityville
  17. 17. The Rise of the Mobile Web
  18. 18. Birth of the iPad – A Mobile Learning Game Changer
  19. 19. Mobile Web Will Rule by 2015Image from Mashable
  20. 20. Mobile Web Will Rule by 2015 (Mashable)
  21. 21. Mobile Web in 2011• 5 BILLION mobile device users worldwide.• The average iPhone user only spends 45% of his on-device time making voice calls.• Games are bigger than any other app category — both for the social web and for mobile devices.• Video accounts for 70% of mobile data traffic.• Facebook is the single largest repository for user-generated content• Real-time technology and location-based services are expected to drive mobile experiences.• Most classrooms still prohibit use of mobile devices although over 70% of secondary students have them
  22. 22. Tablet Resources
  23. 23. Where are we Now?
  24. 24. iBooks
  25. 25. ePub (Electronic Publication)is a free and open e-book standard by the International Digital Publishing Forum (IDPF). Files have the extension .epub.Several ebook readers and publications tools available:http://en.wikipedia.org/wiki/EPUB
  26. 26. No Page Turners
  27. 27. iPad App Store• http://www.apple.com/ipad/from-the-app- store/education.html
  28. 28. ePublishing Platforms
  29. 29. Mobile Apps Resources
  30. 30. Digital Publishing Platforms• // Traditional to iPad• http://www.quark.com/Products/Quark_Publishing_ System/App_Studio.aspx• http://www.adobe.com/solutions/digital- publishing.html• // Freemium Tools• http://genwi.com/• http://ibuildapp.com/
  31. 31. Mobile, Social Gaming
  32. 32. Casual Gaming – Online Social Games
  33. 33. Casual Gaming – Widening Demographics
  34. 34. Mobile Gaming :: Scuba Adventures
  35. 35. Mobile Gaming :: Art & Science Worlds
  36. 36. TAG :: Social, Location, & Mobile (SoLoMo)
  37. 37. Just-In-Time Learning
  38. 38. UDLinks :: Resource Finder
  39. 39. University of Maryland (UMBC) - LBS
  40. 40. Johns Hopkins :: Campus Tours
  41. 41. UNLV :: Alumni Information
  42. 42. Augmented Learning
  43. 43. Augmented Reality
  44. 44. viaPlace - Augmented Reality / QR Codes
  45. 45. viaPlace - Augmented Reality
  46. 46. viaPlace - Augmented Reality
  47. 47. Walking Tour : B&O MuseumUsenet  Wikis  ICQ Friendster  LinkedIn  MySpace  Facebook  Twitter
  48. 48. AR InstructorUsenet  Wikis  ICQ Friendster  LinkedIn  MySpace  Facebook  Twitter
  49. 49. Human Computer Interaction
  50. 50. Minority Report (2002)Usenet  Wikis  ICQ Friendster  LinkedIn  MySpace  Facebook  Twitter
  51. 51. Multi-Touch Screens (2006-2007) TED2006
  52. 52. Artificial Intelligence
  53. 53. IBM Deep Blue (1997)Usenet  Wikis  ICQ Friendster  LinkedIn  MySpace  Facebook  Twitter
  54. 54. IBM Watson (2010)Usenet  Wikis  ICQ Friendster  LinkedIn  MySpace  Facebook  Twitter
  55. 55. iPhone 4s / SiriUsenet  Wikis  ICQ Friendster  LinkedIn  MySpace  Facebook  Twitter
  56. 56. Next Paradigm Shift
  57. 57. At What Point Are We Cyborgs?“We need a new legal concept of what it is to be a person”Accelerando (2005), Charles Stross
  58. 58. 2012 Augmented Reality And In the Future…
  59. 59. Questions? Todd Marks CEO & President Todd.Marks@mindgrub.com @mindgrub

×