write

Mar 17

Example of beacon-based activity

Earlier this week you could read about beacons and what makes them an important part of BEACONING platform. Today we would like to show and explain short demo which was prepared by our technological and learning design partners during BEACONING consortium workshop which took place in Madrid. Please keep in mind that this is only the demo, the final result will most probably be different. All places and people are not real.

Read More

Mar 15

Beacons in BEACONING

One of the aims of the BEACONING platform is to bring contextualized learning experience to users. Those users will be both students and teachers and this type of experience will be valuable for both sides. For teachers, it will open a new way to engage students and create extraordinary lessons which will bring new quality to schools and present lesson content in a great way. For students, it will be something new and more interesting. It will let them get knowledge in an engaging and fun way not available till now.BEACONING will be using different technologies to bring this type of experience to users one of this technologies are Bluetooth Low Energy (BLE) Beacons. What are beacons and how they work? To explain what are beacons we need to go back to 1994 when Ericsson company invented Bluetooth technology. Bluetooth was introduced as wireless technology standard for exchanging data over short distances designed with mobile devices in mind. First versions of Bluetooth were known for high energy consumption, Modern Bluetooth known as BLE (Bluetooth low energy) is energy efficient and won’t dry device battery as the old version did. This brings us to beacon, in 2013 Apple introduced iBeacon protocol which allows creating small Bluetooth - battery powered transmitters which communicate with your mobile device.When you type “beacon” into Wikipedia it will tell you that beacon is “intentionally conspicuous device designed to attract attention to a specific location”. That is what beacon will do with your mobile device if you will have the proper software installed - it will let it know when you arrive in the area where the beacon is - rest is up to software. This software will be BEACONING platform in our case. Beacons will allow creating location-based experiences and lessons. Hardware can be used at any location - both indoor and outdoor and work with different proximity levels. Some of the tasks might require user only to enter the room, some might ask for interaction with the object.We strongly believe that bringing contextualized lessons is future of learning and beacons are one of the ways to do this. It is one of the technologies we will use to fulfill this goal, stay tuned as we will describe other technologies in future.

Read More

Mar 3

ICCE 2017 Impact of Disruptive Enabling Technologies on Creative Education

https://www.slideshare.net/dwortley/impact-of-disruptive-enabling-technologies-on-creative-education This presentation at the 3rd International Conference on Creative Education focused on the challenges and opportunities created by disruptive technologies which is transforming not only the way we teach and learn but also what we need to teach and learn. A simple way of expressing the transition that has happened within a single generation is that we began by focusing on the use of technology to teach the same thing to the maximum number of people whereas as now we focus on using technology to enable people to learn different things based on context and personalisation.

Read More

Feb 28

The Impact of Disruptive Enabling Technologies on Creative Education

The 3rd International Conference on Creative Education (ICCE 2017) is due to take place in Kuala Lumpur on March 3rd. The conference is an ideal opportunity to share ideas and debate on how disruptive technologies have had an impact on the way we learn and the approach educators need to adopt to meet the needs of 21st century education. The enabling technologies which are rapidly developing and maturing since the advent of Web 2.0 have given learners greater access to information on a 24/7 basis, making them less dependent on the traditional model of teaching i.e. based on the transfer of knowledge from Human Subject Matter Experts. In making learners more able to be self-directed, these technologies have also facilitated the growth in peer to peer learning and experiential learning. The richness of digital media technologies and the techniques employed by the video games industry to engage, challenge and interact have also raised the expectations of learners and made them less tolerant of traditional classroom-based teaching.

Read More

Feb 28

Teaching first aid techniques to high school learners using an educational videogame and Learning Analytics

Madrid, 9th February, 2017. The e-learning research group e-UCM from the Complutense University of Madrid has carried out an experiment to teach First Aid maneuvers to high school learners of La Inmaculada Escolapias School in Madrid. A group of researchers from the e-learning research group e-UCM, led by Professor Baltasar Fernández Manjón has recently performed a series of experiments during the month of February 2017 using an educational game (or serious game) to teach first aid maneuvers to high-school students.

Read More
1 39 40 41 42 43 50