Mindgrub CEO Todd Marks discuss how using media in the classroom can benefit the 21st century education system. Marks presented on Mobile Gaming and eLearning and how it can be leveraged in the modern classroom. He discussed the benefits of using tablets and smartphones, and how these devices can enhance learning to be a more hands on experience. Marks also reviewed some of the recent projects Mindgrub has completed as case studies to identify their significance to eLearning as well as what the future holds in the industry.
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Video Games “in” the Classroom
1. Video Games “in” the
Classroom
Todd Marks
CEO & President
Todd.Marks@mindgrub.com
@mindgrub
2. 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?
11. 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
15. 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