Technology is essential to learning. It improves education to a great extent has been revolutionizing education for the better. With technology, educators, and learners have a variety of learning tools at their fingertips. This presentation focuses on technology which will improve education in 2016 and beyond
This presentation addresses student technology ownership patterns and preferences, hybrid learning models, as well as innovations/developments in microlearning, collaborative learning, and microcredentialing.
Globally, educational systems are adopting new technologies to integrate ICT in the teaching and learning process, to prepare students with the knowledge and skills they need in their subject matter. In this way the teaching profession is evolving from teacher-centered to student-centered learning environments. ICT integration is understood as the usage of technology seamlessly for educational processes like transacting curricular content and students working on technology to do authentic tasks. Nowadays ICT facilitate not only the delivery of lessons but also the learning process itself. This includes computer based technologies, digital imaging, the internet, file servers, data storage devices, network infrastructure, desktops, laptops and broadcasting technologies namely radio and television, and telephone which are used as instructional tools at schools.
ICT literacy basically involves using digital technology, communication tools and/or access, manage, integrate, evaluate and create information in order to function in a knowledge society.
This presentation addresses student technology ownership patterns and preferences, hybrid learning models, as well as innovations/developments in microlearning, collaborative learning, and microcredentialing.
Globally, educational systems are adopting new technologies to integrate ICT in the teaching and learning process, to prepare students with the knowledge and skills they need in their subject matter. In this way the teaching profession is evolving from teacher-centered to student-centered learning environments. ICT integration is understood as the usage of technology seamlessly for educational processes like transacting curricular content and students working on technology to do authentic tasks. Nowadays ICT facilitate not only the delivery of lessons but also the learning process itself. This includes computer based technologies, digital imaging, the internet, file servers, data storage devices, network infrastructure, desktops, laptops and broadcasting technologies namely radio and television, and telephone which are used as instructional tools at schools.
ICT literacy basically involves using digital technology, communication tools and/or access, manage, integrate, evaluate and create information in order to function in a knowledge society.
This powerpoint presentation includes all the various aspects, advantages and disadvantages, merits and demerits of information and communication technology in the field of education.
Instructional Technology is the theory and practice of design, development, utilization, management, and evaluation of processes and resources for learning.
Technology in Teaching and Learning : useful slides for the researchers, academicians and in any field of education at all levels of such as Primary, secondary, higher secondary, and higher education. Can be used both by the teachers as instructional materials, students as learning materials, researchers as references and reviews, and organizations for training purposes. Can be used as innovative teaching method, innovative instructional strategies in teaching contents. Also useful in teaching various subjects like Physics, chemistry, Botany, Zoology, Tamil, English and maths and other subjects. Involves EDUCATIONAL TECHNOLOGY, Educational Technology-Objectives, Scope of Educational Technology, Technology in Education, Technology of Education, Teaching with technology, Technology Usage in the Classroom, Technology can enhance teaching and learning .
BEST PRACTICES FOR USING TECHNOLOGY ,
USE OF ICT IN EDUCATION ONLINE COMPUTER BASED TESTEditor IJMTER
A good education system is required for overall prosperity of a nation. A tremendous
growth in the education sector had made the administration of education institutions complex. Any
researches reveal that the integration of ICT helps to reduce the complexity and enhance the overall
administration of education. This study has been undertaken to identify the various functional areas
to which ICT is deployed for information administration in education institutions and to find the
current extent of usage of ICT in all these functional areas pertaining to information administration.
The various factors that contribute to these functional areas were identified. A theoretical model was
derived and validated.
Abstract
Youth age group (15-24) is a great asset to a nation, because youth being a working age population if properly trained and prepared for world of work could bring revolution in the economy of a country. Therefore, developed countries give greater emphasis to youth’s training and education to prepare youth for world of work. In develop countries, to prepare youth, especially school leaver’s vocational training schemes were introduced at secondary and high school level. However, in developed countries the ratio of edging population is increasing as compared to the youth working age population, whereas in developing countries including Pakistan the youth population is rapidly increasing. There is a need that we take advantage of this demographic dividend and prepare our youth for world of work. This paper highlights the importance of vocationalization in youth employment. In the paper youth’s employment trend and its relation with education and training were discussed. In the country, causes for failure of past efforts made for vocationalization of general education were examined. Worldwide available different modes for vocational training and effective models were analyzed and suitable model for vocationalization of general education in the country is proposed in this paper.
Interpretation construction (icon) design modelThiyagu K
One major and popular instructional model based the constructivist approach is Interpretation Construction Model or ICON model which emphasizes on learners’ encounter with authentic issues in pair or groups, on constructing interpretation by the learners in groups, searching for information about the problems in groups and facing different interpretations about the problems in groups. In other words, it is group-based teaching-learning co-operative as well as collaborative approach which, as it is evident, lays emphasis and importance on the inclusive and all round socio-academic growth of the learners and also in way has drawn insights from the concept of Multiple Intelligences as propounded by the eminent cognitive scientist Gardner (1993). ICON Model, as Tsai, Chin-Chung. 2011 and other scholars in educational psychology argue, mainly rests on the principles such as observation in authentic activities (Understanding Zone), contextualizing prior knowledge and interpretation construction (Understanding Zone), cognitive conflict and apprenticeship (Understanding Zone), collaboration (Application Zone), multiple interpretations (Higher Order Thinking Skill zone), and multiple manifestations (Higher Order Thinking Skill zone).
Top 10 trends in Education Technology for 2016karima1
Technology is essential to learning. It improves education to a great extent has been revolutionizing education for the better. With technology, educators, and learners have a variety of learning tools at their fingertips. This presentation focuses on technology which will improve education in 2016 and beyond
This powerpoint presentation includes all the various aspects, advantages and disadvantages, merits and demerits of information and communication technology in the field of education.
Instructional Technology is the theory and practice of design, development, utilization, management, and evaluation of processes and resources for learning.
Technology in Teaching and Learning : useful slides for the researchers, academicians and in any field of education at all levels of such as Primary, secondary, higher secondary, and higher education. Can be used both by the teachers as instructional materials, students as learning materials, researchers as references and reviews, and organizations for training purposes. Can be used as innovative teaching method, innovative instructional strategies in teaching contents. Also useful in teaching various subjects like Physics, chemistry, Botany, Zoology, Tamil, English and maths and other subjects. Involves EDUCATIONAL TECHNOLOGY, Educational Technology-Objectives, Scope of Educational Technology, Technology in Education, Technology of Education, Teaching with technology, Technology Usage in the Classroom, Technology can enhance teaching and learning .
BEST PRACTICES FOR USING TECHNOLOGY ,
USE OF ICT IN EDUCATION ONLINE COMPUTER BASED TESTEditor IJMTER
A good education system is required for overall prosperity of a nation. A tremendous
growth in the education sector had made the administration of education institutions complex. Any
researches reveal that the integration of ICT helps to reduce the complexity and enhance the overall
administration of education. This study has been undertaken to identify the various functional areas
to which ICT is deployed for information administration in education institutions and to find the
current extent of usage of ICT in all these functional areas pertaining to information administration.
The various factors that contribute to these functional areas were identified. A theoretical model was
derived and validated.
Abstract
Youth age group (15-24) is a great asset to a nation, because youth being a working age population if properly trained and prepared for world of work could bring revolution in the economy of a country. Therefore, developed countries give greater emphasis to youth’s training and education to prepare youth for world of work. In develop countries, to prepare youth, especially school leaver’s vocational training schemes were introduced at secondary and high school level. However, in developed countries the ratio of edging population is increasing as compared to the youth working age population, whereas in developing countries including Pakistan the youth population is rapidly increasing. There is a need that we take advantage of this demographic dividend and prepare our youth for world of work. This paper highlights the importance of vocationalization in youth employment. In the paper youth’s employment trend and its relation with education and training were discussed. In the country, causes for failure of past efforts made for vocationalization of general education were examined. Worldwide available different modes for vocational training and effective models were analyzed and suitable model for vocationalization of general education in the country is proposed in this paper.
Interpretation construction (icon) design modelThiyagu K
One major and popular instructional model based the constructivist approach is Interpretation Construction Model or ICON model which emphasizes on learners’ encounter with authentic issues in pair or groups, on constructing interpretation by the learners in groups, searching for information about the problems in groups and facing different interpretations about the problems in groups. In other words, it is group-based teaching-learning co-operative as well as collaborative approach which, as it is evident, lays emphasis and importance on the inclusive and all round socio-academic growth of the learners and also in way has drawn insights from the concept of Multiple Intelligences as propounded by the eminent cognitive scientist Gardner (1993). ICON Model, as Tsai, Chin-Chung. 2011 and other scholars in educational psychology argue, mainly rests on the principles such as observation in authentic activities (Understanding Zone), contextualizing prior knowledge and interpretation construction (Understanding Zone), cognitive conflict and apprenticeship (Understanding Zone), collaboration (Application Zone), multiple interpretations (Higher Order Thinking Skill zone), and multiple manifestations (Higher Order Thinking Skill zone).
Top 10 trends in Education Technology for 2016karima1
Technology is essential to learning. It improves education to a great extent has been revolutionizing education for the better. With technology, educators, and learners have a variety of learning tools at their fingertips. This presentation focuses on technology which will improve education in 2016 and beyond
A PLATFORM FOR LEARNING INTERNET OF THINGS de Zorica Bogdanović, Konstantin Simić, Miloš Milutinović, Božidar Radenković and Marijana Despotović-Zrakić del Department for e-Business, Faculty of Organizational Sciences, University of Belgrade Jove Ilića 154, Belgrade, Serbia ... presentado en la International Conference e-Learning 2014
Mobile learning architecture using fog computing and adaptive data streamingTELKOMNIKA JOURNAL
With the huge development in mobile and network fields, sensor technologies and fog computing help the students for more effective learning, flexible and in and effective manner from anywhere. Using the mobile device for learn encourage the transition to mobile computing (cloud and fog computing) which is led to the ability to design customized system that help student to learn via context aware learning which can be done by set the user preference and use proper methods to show only related manner subject. The presented study works on developing a system of e-learning which has been on the basis of fog computing concepts with deep learning approaches utilized for classification to the data content for accomplishing the context aware learning and use the adaptation of video quality using special equation and the data encrypted and decrypted using 3DES algorithm to ensure the security side of the operation.
A PARADIGM FOR THE APPLICATION OF CLOUD COMPUTING IN MOBILE INTELLIGENT TUTOR...IJSEA
Nowadays, with the rapid growth of cloud computing, many industries are going to move their computing
activities to clouds. Researchers of virtual learning are also looking for the ways to use clouds through
mobile platforms. This paper offers a model to accompany the benefits of “Mobile Intelligent Learning”
technology and “Cloud Computing”. The architecture of purposed system is based on multi-layer
architecture of Mobile Cloud Computing. Despite the existing challenges, the system has increased the life
of mobile device battery. It will raise working memory capacity and processing capacity of the educational
system in addition to the greater advantage of the educational system. The proposed system allows the
users to enjoy an intelligent learning every-time and every-where, reduces training costs and hardware
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An exploration of AI and analytics, blockchain, robotics and 3D printing, 5G and immersive technology, gamification, video based learning and their likely impact on learning in the medium term. Also has some cautions. Developed for a series of presentations across Canada.
Adoption of Digital Learning Technology: An Empirical Analysis of the Determi...IJAEMSJORNAL
Technology has advanced significantly from the analogue period to the digital era. Digital Learning Technology (DLT) is a learning paradigm based on the use of ubiquitous latest technologies, by using smart devices. It can be described as a learning environment that is assisted in daily life by wireless networks, mobile, and embedded computers. It aims to offer content and interaction to students wherever they are, at any time. The learning process has advanced thanks to the technology revolution, which has also fundamentally altered how knowledge is shared and learned. At present, there exist other frameworks too, but they are centered towards different paradigms, and point of view pertaining to DLT with its emphasis on Telecommunication Sector has not been taken into consideration. As, existing frameworks are centered towards different environments hence there exists a need to add dimensions of Empowered Learner, Digital Citizen, Knowledge Curator, Innovative Designer, Computational Thinker and Creator, Communicator & Global Collaborator. These have not been integrated together in existing available research. The study will ascertain level of knowledge of DLT and examined factors which affect the adoption rate, use, and role of DLT in telecoms setups. The results of this research will help create a framework that, if used in any academic or learning setting in a technology-based firm.
Technological development have altered the way we communicate, learn, think, share, and spread information. Mobile technologies are those that make use of wireless technologies to gain some sort of data. As mobile connectedness continues to spread across the world, the value of employing mobile technologies in the arena of learning and teaching seems to be both self-evident and unavoidable The fast deployment of mobile devices and wireless networks in university campuses makes higher education a good environment to integrate learners-centered m-learning . this paper discusses mobile learning technologies that are being used for educational purposes and the effect they have on teaching and learning methods.
'Introducing Active Mobile Learning' workshop slidesDom Pates
These are the slides from the 'Introducing Active Mobile Learning' workshop I gave at Learning at City 2019 (the 10th conference in the series). The workshop was slightly experimental, with a mobile learning activity to open with, and a presentation on some of the key messages around my wireless collaboration project at City. It also gave an opportunity to formally launch a Community of Practice at the event.
Technological development have altered the way we communicate, learn, think, share, and spread information. Mobile technologies are those that make use of wireless technologies to gain some sort of data. As mobile connectedness continues to spread across the world, the value of employing mobile technologies in the arena of learning and teaching seems to be both self-evident and unavoidable The fast deployment of mobile devices and wireless networks in university campuses makes higher education a good environment to integrate learners-centered m-learning. This paper discusses mobile learning technologies that are being used for educational purposes and the effect they have on teaching and learning methods.
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4. My Top 10 Predictions for 2016
EDID 6506 Karima
Mohammed
5. 2016 and beyond
• Technology is essential to learning. It improves
education to a great extent has been
revolutionizing education for the better. With
technology, educators, and learners have a
variety of learning tools at their fingertips. This
presentation focuses on technology which will
improve education in 2016 and beyond
EDID 6506 Karima
Mohammed
6. My Top 10 Predictions for 2016
• 1. Cloud
• 2. Telepresence
• 3. Mobile learning
• 4. E-books
• 5. Augmented reality
• 6. Gesture-based learning
• 7. Visual data analysis
• 8. Student Response Systems
• 9. Learning Record Stores
• 10. Game based learning.
EDID 6506 Karima
Mohammed
8. Cloud Mobile Learning
• Cloud computing is a model for enabling
network access to a shared pool of configurable
computing resources (Mell & Grance, 2009). In
its initial stage it was used mainly for storage.
Mobile cloud learning is an amalgamation
between cloud computing and mobile learning
(Hirsch & Ng, 2011). It integrates the cloud
computing into the mobile environment and
overcomes obstacles related to mobile
computing (Dinh, Lee, Niyato, & Wang, 2011).
EDID 6506 Karima
Mohammed
9. Cloud Mobile Learning
• Cloud technology is expected to play a greater part
in learning, especially in the way people can
contribute to a document together.(Calvo et al, n.d)
• Cloud learning is in the initial stages of being used
by many educational institutions as a replacement
or supplement to their traditional teaching
practices. One of the main reasons is as a means of
reducing expensive IT costs while providing a
service that is easily accessible from any kind of
device.
EDID 6506 Karima
Mohammed
10. Telepresence
• The use of virtual reality technology, especially
for remote control of machinery or for
participation in distant events. It provides a
sensation of being elsewhere, created by virtual
reality technology (Educause, 2009).
EDID 6506 Karima
Mohammed
11. Telepresence
• Telepresence refers to the application of complex
video technologies to give geographically separated
participants a sense of being together in the same
location. The technology uses high-definition
cameras, localize sound to image. Telepresence
rooms contain furniture and displays which are
arranged in ways that further enhance the
simulation (Educause, 2009). The participants sit at
a conference table and see high-resolution video of
participants in remote locations at similar tables.
This allows them to imagine they are sharing a
single table.This technology will play a greater part
in learning (Cisco, nd)
EDID 6506 Karima
Mohammed
13. Mobile learning
• Mobile devices such as tablet computers and
wireless touch-screen readers will be significantly
more affordable and accessible in the year 2030
(Shuler et al, 2013). They are trending to be more
easily portable, and are affordable by individuals.
Their ability to access the internet and networks,
and the fact that they are multi-media capable
makes them ideally suitable for mobile
learning. With the advent of more ‘apps’
(applications) to support mobile devices, it will be
possible for mobile devices to be used seamlessly to
support online and distance learning (Education
World, 2014)
EDID 6506 Karima
Mohammed
15. E-books
• E-books or electronic books have been replacing
traditional books in the classroom. In the words of
Roberts (2012) "The tide of e-ink is rising". The
introduction of eBooks facilitate learning on devices
at home, on the bus, in the hallways, but more
importantly at any location. When students want to
know how to do something on their own, they rely
on Internet research and communication with their
friends. They are comfortable with the digital
environment, and they look to it for instruction and
for fun(Miller, 2013).
EDID 6506 Karima
Mohammed
16. E-books
• EBooks engages reluctant readers and busy students
who are looking for an exciting way to access
reading material 24/7 (Miller, 2013). They are now
able to highlight, define and/or take notes within
the eBook itself (Miller, 2013). Ebooks foster a
learning environment and creates a more interactive
reading experience for the students (Miller, 2013).
The author emphasizes the benefit to the learner of
being able to adjust font size on-screen helps
students with dyslexia and visual impairments to
read more easily.
EDID 6506 Karima
Mohammed
18. Gesture-Based learning
• Gesture-based computing refers to interfaces where
the human body interacts with digital resources
without using common input devices, such as a
keyboard, mouse, game controller, or voice-entry
mechanism. Gesture-based computing enables
three-dimensional input that involves users in the
computing activity. These interfaces could enable a
more active and intuitive learning style that often
seems more like play, and one particularly
promising area is the combination of gesture-based
computing with augmented reality.
EDID 6506 Karima
Mohammed
19. Gesture-Based learning
• Gesture-based systems may offer new ways to
interact with immersive 3D content and to
investigate immersive scenarios. This allows
students to interact with the content. The
technology is already in use with games and
exercise equipment such as the Nintendo Wii
and Xbox games. Osborne (2012) indicates that
with a rise in gesture-based devices such as
iPads this trend can only increase.
EDID 6506 Karima
Mohammed
21. Augmented Reality
• Augmented reality (AR) is a live direct or
indirect view of a physical, real-world
environment whose elements are augmented (or
supplemented) by computer-generated sensory
input such as sound, video, graphics or GPS data
(Wikipedia). The process involves
superimposing digitally rendered images onto
our real-world surroundings. This provides a
sense of an illusion or virtual reality. This
technology is now accessible using a
smartphone.
EDID 6506 Karima
Mohammed
22. Augmented Reality
• With Augmented Reality students manipulate and
combine elements from their Android or iOS
devices, rather than just reading about them in a
textbook (Edutopia 2013). Two examples of apps
which use this technology are Google Sky Map
which automatically identifies stars and
constellations which appear on a camera lens and
GeoGoogle which allows the learner to calculate
altitude and the distance between two points using a
3D compass. Augmented Reality is gathering pace
in education (Bloxham, 2013).
EDID 6506 Karima
Mohammed
23. Visual data analysis
• Visual Analytics is the science of analytical reasoning
supported by interactive visual interfaces. The complex
nature of many problems makes it indispensable to include
human intelligence at an early stage in the data analysis
process.
• Visual Analytics methods allow decision makers to combine
their human flexibility, creativity, and background knowledge
with the storage and processing capacities of today’s
computers to gain insight into complex
problems.http://www.visual-analytics.eu/faq/ Borner (2012)
indicates the increased use of this technology due to its ability
to process and analyze large chunks of data.
EDID 6506 Karima
Mohammed
24. Visual data analysis
• Using advanced visual interfaces, students may
directly interact with the data analysis
capabilities of today’s computer, allowing them
to make well-informed decisions in complex
situations.
EDID 6506 Karima
Mohammed
25. Student Response Systems
• Student Response System - This is a system
whereby an SRS is a wireless response system
that allows faculty to request information and
for students to respond by using a “clicker” or
hand-held response pad to send his or her
information to a receiver. The use of SRS is
where there is massive enrollment in courses (A
Teaching with Technology White Paper
http://www.cmu.edu/teaching)
EDID 6506 Karima
Mohammed
26. Student Response Systems
• Students can be kept engaged in class with
student response systems.. They ask a question
and track immediate responses. With detailed
reports, educators will know more about learner
comprehension and progress around
curriculum. SRS facilitate greater interaction in
the classroom and encourages discussion and
participation -
EDID 6506 Karima
Mohammed
27. Student Response Systems
• (SRS) consists of individual student
transmitter/input devices (keypad, remote, PDA
or laptop), receivers, a master/central/host
system with software used to electronically
gather and tabulate student response, and
infrastructure (sensors, wire, conduit) to
support the system. Administration is required
to manage the assignment, registration,
inventory and control of the student input
devices, as well as resources for operations and
maintenance of the system over its life cycle.
EDID 6506 Karima
Mohammed
29. Learning Record Stores
• A Learning Record Store (LRS) = a place to store
learning records. The LRS is a new system that goes
hand in hand with the Tin Can API. As Tin Can-
enabled activities generate statements, they’re sent
to an LRS. The LRS is simply a repository for
learning records that can be accessed by an LMS or a
reporting tool. An LRS can live inside an LMS, or it
can stand on its own.
• The data stored in an LRS can be accessed by LMSs,
reporting tools, or other LRSs, and can be stored as
individual learning records and/or entire
transcripts. An LRS can limit who can read and
write learning records, but doesn’t have to.
EDID 6506 Karima
Mohammed
30. Learning Record Stores
• SCORM and other e-learning standards only store a
certain amount of learning data. Tin Can allows for
the LRS to store nearly everything, which means
better reporting and a much more accurate picture
of learners. An LRS can use the LMS’s reporting
tools to make meaning of the LRS’s data, or it can
live on its own with its own reporting tools.
• LRSs can share data amongst themselves, so
learners and data can be transferred from one
organization to another. Statements can also be sent
to multiple LRSs (personal and employer’s LRS.”)
Visual Data Analysis http://www.visual-
analytics.eu/faq/
EDID 6506 Karima
Mohammed
31. Game based learning
• Game based learning describes an approach to teaching,
where students explore relevant aspect of games in a learning
context designed by teachers (EdTech, Review, 2013).
Teachers and students collaborate to add depth and
perspective to the experience of playing the game.
• Game-based learning applications can draw the learner into
virtual environments. These environments work toward a
specific goal. The learners choose actions and experiencing
the consequences of those actions along the way. They take
chances and make mistakes in a risk-free setting They can
experiment and actively learn and practice the right way to do
things. Game based learning keeps the learners highly
engaged in practicing behaviors and thought processes that
can be transferred from the simulated environment to real
life.
EDID 6506 Karima
Mohammed
32. Game based learning
• “Gamification” and “Game Based Learning” are not the same.
Gamification refers to game like principles in the classroom.
GBL helps students with collaboration, experimentation;
improve problem solving skills, raise IQ levels and application
of the concepts in math or science (Roche, 2014). Roche
believes that GBL can 'fix' what is wrong with the 'broken'
education system. This type of learning is being supported by
the Microsoft Educator Network.
• In Global Demand for Game-Based Learning, Simulations on
the Rise by Sean Cavanagh (2013) explains that revenues in
2012 were $1.5 billion, in U.S. dollars, and will grow to $2.3
billion by 2017, an 8 percent increase based on the five-year
compound annual growth rate.
EDID 6506 Karima
Mohammed
33. References:
• Augmented Reality.n.d. accessed from http://en.wikipedia.org/wiki/Augmented_reality
• Borner, K 2012 Visual analytics in support of education accessed from
http://www.researchgate.net/publication/254463036_Visual_analytics_in_support_of_education
• Calvo, R., O;Rourke, S., Jones, J., Yacef, K., Reimann, P. - Collaborattive Writing Tools on the Cloud in
IEEE TRANSACTIONS ON LEARNING TECHNOLOGIES accessed from
http://sydney.edu.au/engineering/latte/docs/10-WriteCloud-web.pdf
• Cisco Telepresence in Education accessed from
http://www.p3.sk/domain/flox/files/skitu/Cisco%20TelePresence%20in%20Education%20White%20P
aper%20FINAL%20100809.pdf
• A Teaching with Technology White Paper -Classroom Response Systems A Teaching with Technology
White Paper http://www.cmu.edu/teaching
• Dinh, H. T., Lee, C., Niyato, D., & Wang, P. (2011). A survey of mobile cloud computing: Architecture,
applications, and approaches. Wireless Communications and Mobile Computing, 1587-1611.
• Edutopia Augmented Reality Brings New Dimensions to Learning. November 4, 2013 Retrieved from
http://www.edutopia.org/blog/augmented-reality-new-dimensions-learning-drew-minock
• Hirsch, B., & Ng, J. W. (2011). Education beyond the cloud: Anytime-anywhere learning in a smart
campus environment. In Internet Technology and Secured Transactions (ICITST), 2011 International
Conference (pp. 718-723). IEEE.
• Mell, P., & Grance, T. (2009). The NIST definition of cloud computing . Retrieved from
http://csrc.nist.gov/publications/nistpubs/800-145/SP800-145.pdf
• Miller, Herb. The future of eBooks in the classroom New technology will increase engagement
measurability and allow you to reach students where they are. 12/18/2013. Retrieved from
http://www.seenmagazine.us/articles/article-detail/articleid/3525/the-future-of-ebooks-in-the-
classroom.aspx
EDID 6506 Karima
Mohammed