Video Games “in” the
       Classroom

                        Todd Marks
                        CEO & President
            Todd.Marks@mindgrub.com
                              @mindgrub
Objectives
This presentation will answer the following questions:
• 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?
• What does the future look like?
Background
Background
Where Are We Now?
Where are we Going?
The Rise of the Mobile Web
Birth of the iPad – A Mobile Learning Game Changer
Mobile Web Will Rule by 2015




Image from Mashable
Mobile Web Will Rule by 2015 (Mashable)
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
Tablet Resources
Where are we Now?
iBooks
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
No Page Turners
iPad App Store




• http://www.apple.com/ipad/from-the-app-
  store/education.html
ePublishing Platforms
Mobile Apps Resources
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/
Mobile, Social Gaming
Casual Gaming – Online Social Games
Casual Gaming – Widening Demographics
Mobile Gaming :: Scuba Adventures
Mobile Gaming :: Art & Science Worlds
TAG :: Social, Location, & Mobile (SoLoMo)
Just-In-Time Learning
UDLinks :: Resource Finder
University of Maryland (UMBC) - LBS
Johns Hopkins :: Campus Tours
UNLV :: Alumni Information
Augmented Learning
viaPlace - Augmented Reality / QR Codes
viaPlace - Augmented Reality
viaPlace - Augmented Reality
Walking Tour : B&O Museum

Usenet  Wikis  ICQ
   Friendster  LinkedIn  MySpace  Facebook  Twitter
AR Instructor

Usenet  Wikis  ICQ
   Friendster  LinkedIn  MySpace  Facebook  Twitter
Human Computer Interaction
Minority Report (2002)

Usenet  Wikis  ICQ
   Friendster  LinkedIn  MySpace  Facebook  Twitter
Multi-Touch Screens (2006-2007)

              TED2006
Artificial Intelligence
IBM Deep Blue (1997)

Usenet  Wikis  ICQ
   Friendster  LinkedIn  MySpace  Facebook  Twitter
IBM Watson (2010)

Usenet  Wikis  ICQ
   Friendster  LinkedIn  MySpace  Facebook  Twitter
iPhone 4s / Siri

Usenet  Wikis  ICQ
   Friendster  LinkedIn  MySpace  Facebook  Twitter
Next Paradigm Shift
At What Point Are We Cyborgs?

“We need a new legal
 concept of what it is
 to be a person”


Accelerando (2005), Charles Stross
2012 Augmented Reality




                    And In the Future…
Questions?

                   Todd Marks
                   CEO & President
       Todd.Marks@mindgrub.com
                         @mindgrub

Video Games “in” the Classroom