The iPad Classroom


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  • No mention of progressive download through video embedded in a swf. This is a method used before flash 6 (I think). (please review?)
  • No mention of progressive download through video embedded in a swf. This is a method used before flash 6 (I think). (please review?)
  • The iPad Classroom

    1. 1. The iPad Classroom Todd Marks CEO & President @mindgrub
    2. 2. ObjectivesThis presentation will answer the following questions:• What are the benefits of tablets for education• What does the future of curriculum look like• What resources are currently available for tablets• How do you create eLearning content for tablets
    3. 3. Background
    4. 4. Background
    5. 5. Where are we Going?
    6. 6. The Rise of the Mobile Web
    7. 7. Birth of the iPad – A Mobile Learning Game Changer
    8. 8. Mobile Web Will Rule by 2015 (Mashable)
    9. 9. Mobile Web in 2013• Over 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 69% 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 retail.
    10. 10. Mobile eLearning
    11. 11. iBooks & Apps
    12. 12. iBooks
    13. 13. 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:
    14. 14. No Page Turners
    15. 15. Workshop: ePUB
    16. 16. Workshop: ePUBSoftware required:• Microsoft Office (preferred), Sun OpenOffice, or Google Docs• Calibre, an open-source e-book managerDirections:1. Open the document in Word, OpenOffice, or Google Doc.2. Save/Export the document (under file menu) as a .RTF file.
    17. 17. Workshop: ePUB3. Open Calibre.4. Click “Add books” at the top, find the .rtf file that was just created, and click open5. There is now a new book in the list in the center of the screen. Select the book by single clicking it.
    18. 18. Workshop: ePUB6. Click the “Convert books” button at the top of the screen.7. Fill out the metadata with the proper information for that book.8. Click the “EPUB Output” tab on the left side of the screen.9. Check the “No default cover” checkbox.
    19. 19. Workshop: ePUB10. Click OK and the the job will begin in the lower right corner. It will be done when it says “Jobs: 0” in the lower right corner. The .epub e-book has been created.11. Single click the same book title again on the listing.12. Click the “View” button and you can view the .epub book in calibre’s e-book viewer.
    20. 20. ePublishing Platforms
    21. 21. Mobile Apps Resources
    22. 22. Digital Publishing Platforms• // Traditional to iPad• System/App_Studio.aspx•• // Freemium Tools••
    23. 23. Workshop: Android Apps
    24. 24. Workshop: Android Apps1. Open Captivate and create or open your Captivate presentation.2. Create an SWF from your captivate presentationa. Click File->Publishb. Name "Project Title" something significant.c. Choose the "Folder" location so you remember, and click "Publish To Folder", this will put the SWF in a folder with the same name as the Project Title.
    25. 25. Workshop: Android Appsd. Change the save to the folder created in step 1e. Check "Enable SWF for conversion to iPhone app" if youre planning on that.f. Click "Publish" in the lower right side of the publish windowg. Choose "yes", and "OK" on the next warning, to preview the SWF. (or choose no to skip)3. Close Captivate (to conserve resources)
    26. 26. Workshop: Android Apps4. Open Flash Professional5. Click File->New...->AIR for Android (Or select the same from the splash screen that pops up)6. Click File->Save, navigate to the captivate project folder, and name and save the .FLA file here. Save with a name that is different than the name of your published swf file.
    27. 27. New AIR APP
    28. 28. Workshop: Android Apps7. On the bottom half of the screen, click the "Actions - Frame" tab, and in the blank box, paste the following:var myLoader:Loader = new Loader();var url:URLRequest = new URLRequest("presentation.swf");myLoader.load(url);addChild(myLoader);stop();
    29. 29. Workshop: Android Apps8. Change presentation.swf to match name of your captivate swf file that was published.9. Click File->Publish Settings...10. Make sure Player drop down is set to AIR for Android11. Make sure Script drop down is ActionScript 3.012. Under "Included Files", click the +, and find the captivate swf and add it.13. Click the wrench next to Player drop down
    30. 30. General Publish Settings
    31. 31. Workshop: Android Apps14. Select a directory for the output file and choose the same folder everything else is in (Sometimes it will output to a my documents location, so make sure you set this even if it looks like its already set)15. Click the deployment tab16. On Certificate, Click "create..."17. Enter information, it doesnt matter, but you must remember your password.
    32. 32. Workshop: Android Apps18. Under save as... save it to the same folder as everything else.19. When generated, enter your password again in the "password" box below certificate location.20. Click "remember password for this session".21. Under "after publishing" click both checkboxes to allow the android app to run after publishing.
    33. 33. Workshop: Android Apps22. Make sure your android is plugged into the computer.23. Click "Publish" in the lower right of the window. A warning will be generated aboutpermissions. this is OK.24. After publishing, the android app will be installed and run on the android device.25. The app can be found in the captivate folder, it is the file with the .apk extension.
    34. 34. iPad Apps
    35. 35. iPad App Store• store/education.html
    36. 36. Workshop: iPhone Apps• iPhone Apps need to be developed directly in Flash CS5 or as Native ObjC Code• Captivate files do not work well without a command line compiler, but can optionally be brought into Flash CS5 for further development and export.
    37. 37. Augmented Learning
    38. 38. Johns Hopkins > Wayfinding
    39. 39. viaPlace - Augmented Reality / QR Codes
    40. 40. viaPlace - Augmented Reality
    41. 41. viaPlace - Augmented Reality
    42. 42. Mobile, Social Gaming
    43. 43. Mobile Gaming :: Scuba Adventures
    44. 44. Mobile Gaming :: Art & Science Worlds
    45. 45. UMBC – Instructional Systems Dev App
    46. 46. UDL Links :: Resource Finder
    47. 47. Questions? Todd Marks CEO & President @mindgrub