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E books presentation conference nssa conference new orleans


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E books presentation conference nssa conference new orleans

  1. 1. Key Trends in Technology: E Books and Mobile Devices<br />Dr. Sue Slick and Dr. DayleUpham<br />Florida Gulf Coast University<br />
  2. 2. Informal survey 100 undergraduate studentsin 3 undergraduate education classes. 44 responses<br />1. Do you have any experience using ebooks as part of your studies? Yes 40.9% No 59.1%<br />2. Do you have any experience using e books for personal use?Yes 27.3% No 77.3 %<br />3. During the current academic year how often have you used e books? <br />Never Once Sometimes 1-5 Frequently 6-10Very Frequently 10 or more<br />59.1% 13.6% 20.5% 2.3% 4.5%<br />
  3. 3. SURVEY Continued<br />4. Has any professor/instructor ever recommended that you use e books? Yes 36.4% No 63.6%<br />5. Has any professor/instructor ever recommended that you use electronic journals Yes 69.8% No 32.6%<br />6. I would rather use an ebook than a printed copy?<br />Yes 11.6% No 88.4 %<br />7. I own a Kindle Yes 6.8%<br />8. I own a Nook Yes 6.8%<br />
  4. 4. SURVEY cont. <br />9. I would like to own a Kindle or Nook. Yes 47.7%<br />10. I have no interest in e books. Yes 27.3% No 72.7%<br />Brief survey using Survey Monkey<br />If interested you can easily create an informal survey <br />with your students using Survey Monkey. 10 items free. <br />
  5. 5. READING BOOKS IN THE DIGITAL AGE<br />K-12 Students Survey<br />Scholastic  surveyed 1,045 children age 6-17 and their parents (for a total of 2,090 respondents)  in an online survey in the spring of 2010 asking questions regarding reading books in the digital age. <br />Highlights from the survey follow <br />
  6. 6. READING BOOKS IN THE DIGITAL AGE<br />From age 6 - 17, the time kids spend reading books for fun declines while the time kids spend going online for fun and using a cell phone to text or talk increases.<br />Parents express concern that the use of electronic and digital devices negatively affects the time kids spend reading books, doing physical activities, and engaging with family.<br />Technology can be a positive motivator to get kids reading – over half of kids (age 9-17) say they are interested in reading an eBook, and a third of children age 9-17 say they would read more books for fun if they had access to eBooks on an electronic device.<br />
  7. 7. THE VALUE OF READING<br />When asked, children and parents agree the most important reason to read books for fun is to open up the imagination, be inspired, and to a lesser degree, to gain new information.<br />Eight in ten kids feel proud and have a sense of accomplishment when they finish reading a book.<br />While nearly eight in ten kids read for fun at least weekly, one in five kids reads books for fun less than once a week.<br />
  8. 8. ROLE AND THE POWER OF CHOICE<br />There are several tactics that parents use to encourage their children to read – including making sure there are interesting books at home, limiting the use of technology, and suggesting books their children might like.<br />The most critical motivator to get to get kids reading is the power of choice. Nine out of ten children say that they are more likely to finish book they choose themselves.<br />Parents don’t try to overly influence their children toward choosing award winning books or classic literature. Nine out of 10 parents say “As long as my child is reading, I just want my child to read books he/she likes.”<br />About 25 percent of the children surveyed said they had already read a book on a digital device, including computers and e-readers. Fifty-seven percent between ages 9 and 17 said they were interested in doing so.<br />
  9. 9. FIVE WAYS E BOOKS ARE BETTER THAN PAPER BOOKS<br />Social Highlighting: Being able to highlight quotes and passages and easily find them again is a key feature that eBooks have over paper books.<br />Notes: Able to write a clear note and archive notes.<br />Instantaneous Dictionary: Tapping a word for a definition<br />Tweeting or Facebooking Quotes<br />Search Key Words in the Book<br />Select font style and size <br />
  10. 10. E BOOKS PROS<br />Searchability - search terms versus Table of Content or Index search<br />Mobility – Shelf Space- Shared Reading with Others one can carry 3000 books on a DVD <br />Cost - typical e books $9.00, Hardcover $15-20<br />Text to Speech – instant audiobook <br />Combination of Text, Image, Audio, Video<br />Updated versions <br />Amount of contents – 17,000 pages on two disks<br />Disaster Safe <br />
  11. 11. Factors that will effect implementation and use of e books and mobile devices for students in the future?<br />Students’ preferences : In general students currently prefer hard copy texts.<br />Publishers plans: Marketing, Cost, Availability of e-books<br />Educators’ exploration: Educators willingness to use and explore ways to implement the interconnected, interactive, social nature of learning via electronic reading and media. <br />
  12. 12. E BOOK UNIVERSE<br />
  13. 13.
  14. 14. AND ON THE HORIZONA competitor?<br />Sony’s two recently unveiled tablets, the Tablet S and Tablet P, are rumoured to become the first real competitors to Apple’s iPad and iPad 2. The Tablet S will be introduced into the Australian market at the end of October, and is available for pre-order on 28th September. The dual-screen Tablet P is expected to launch sometime next year.<br />While the Tablet S and the iPad 2 share many similarities, some of the innovative specifications and new features of the Tablet S are rearing it up to become one of the first major competitors to the iPad 2. Only time (and sales) will tell.<br />
  15. 15. KEY TRENDS IN TECHNOLOGY From<br />One Year or Less Electronic Books <br />Electronic bookscontinue to generate strong interest in the consumer sector and are increasingly available on campuses as well. Modern electronic readers support note-taking and research activities, and are beginning to augment these basic functions with new capabilities — from immersive experiences to support for social interaction — that are changing our perception of what it means to read.<br />
  16. 16. KEY TRENDS IN TECHNOLOGY <br />One Year or Less Mobiles.<br />Mobilesenable ubiquitous access to information, social networks, tools for learning and productivity, and much more. Mobile devices continue to evolve, but it is the increased access to affordable and reliable networks that is driving this technology now. Mobiles are capable computing devices in their own right — and they are increasingly a user’s first choice for Internet access. <br />
  17. 17. KEY TRENDS IN TECHNOLOGY <br />Within Two to Three Years Augmented Reality <br />Augmented reality refers to the layering of information over a view or representation of the normal world, offering users the ability to access place-based information in ways that are compellingly intuitive. Augmented reality brings a significant potential to supplement information delivered via computers, mobile devices, video, and even the printed book. Much simpler to create and use now than in the past, augmented reality feels at once fresh and new, yet an easy extension of existing expectations and practices. <br />
  18. 18. KEY TRENDS IN TECHNOLOGY <br />Within Two to Three Years Game-based Learning<br />Game-based learning has grown in recent years as research continues to demonstrate its effectiveness for learning for students of all ages. Games for education span the range from single-player or small-group card and board games all the way to massively multiplayer online games and alternate reality games. Those at the first end of the spectrum are easy to integrate with coursework, and in many institutions they are already an option; but the greatest potential of games for learning lies in their ability to foster collaboration, problem-solving, and procedural thinking. For a variety of reasons, the realization of this potential is still two to three years away.<br />
  19. 19. KEY TRENDS IN TECHNOLOGY <br />With Four to Five Years Gesture-based Computing<br />Gesture-based Computing moves the control of computers from a mouse and keyboard to the motions of the body via new input devices. Depicted in science fiction movies for years, gesture-based computing is now more grounded in reality thanks to the recent arrival of interface technologies such as Kinect, SixthSense, and Tamper, which make interactions with computational devices far more intuitive and embodied.<br />
  20. 20. KEY TRENDS IN TECHNOLOGY <br />With Four to Five Years Learning Analytics<br />Learning analytics loosely joins a variety of data-gathering tools and analytic techniques to study student engagement, performance, and progress in practice, with the goal of using what is learned to revise curricula, teaching, and assessment in real time. Building on the kinds of information generated by Google Analytics and other similar tools, learning analytics aims to mobilize the power of data-mining tools in the service of learning, and embracing the complexity, diversity, and abundance of information that dynamic learning environments can generate.<br />
  21. 21. From Shelly, G., Gunter, G. & Gunter, R. (2010) Integrating Technology and Digital Media in the Classroom. Boston:Cenguage<br />
  22. 22. Ten Free E-Book Sites<br />1. Google Books; <br />2. Hiplit-Harper Teen Listserve ; <br />3. Project Gutenburg;<br />4.Free Book on Kindle<br />5. Creative Commons Books;<br />6.;<br />7. (Nook) ;<br />8.; <br />9. Fictionwise<br />10. HMCPL Digital Media Zone. <br /> <br /> <br />
  23. 23. Resources : Locating E Books<br />Download Microsoft<br />Download Adobe Acrobat<br />E-Book listing of download sites for readers and e-books, help and related information.<br />Adobe eBooks's e-Book Web site<br />The eBook<br />
  24. 24. More Resources : Locating E Books<br />The e-book Directory Web site. <br />eLibrary- Books and Site eBooks and Best Sites.<br />Free<br />Free e-books on the Internet Web site.<br /><br /><br />Free e-books Web site from<br />
  25. 25. What will you explore? <br />
  26. 26. Template Provided By<br /><br />500,000 Downloadable PowerPoint Templates, Animated Clip Art, Backgrounds and Videos<br />