m-Learning

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m-Learning by Mind Map: m-Learning

1. Mobile Device Featues

1.1. Compute

1.1.1. Accelerometers and Gyroscopes

1.1.2. GPS and Locations Services

1.1.3. Mobile Operating Systems

1.1.3.1. iOS

1.1.3.2. Android

1.1.3.3. Windows RT

1.2. Capture

1.2.1. Rear Facing High Resolution Camera

1.2.2. Front Facing Camera

1.2.3. Keyboard

1.2.4. Video

1.2.5. Sound Recording

1.3. Content

1.3.1. Native Apps

1.3.2. QR Codes

1.3.3. Augmented Reality

1.4. Communicate

1.4.1. LTE. 4G, and 3G Networks

1.4.2. WiFi

1.4.3. Bluetooth

1.4.4. Near Field Communication (NFC)

2. Four C's of Mobile

2.1. Content

2.1.1. Delivery of Media Including Documents, Audio, and Video

2.2. Computing

2.2.1. Abiltiy to Perform Calculations and Have Programmatic Responses

2.3. Communicate

2.3.1. Ability to Reach Others with Text, Voice and/or Video

2.4. Capture

2.4.1. Capture Data From the Local Environment as Well As Information From Sensors Such as Location or Direction

2.4.2. Combined with Other C's, Creates Unique Things

2.4.2.1. Capture Location to Recieve Contect Specific to the Location

2.4.2.2. Compute Directions to Navigate to a Second or Multiple Way Points

2.4.2.3. Capture Locations to Communication with Others Near You

3. Current Trends

3.1. Limited Use

3.1.1. Failed Experiments

3.1.2. Resistance/Negative Perceptions

3.2. Increasing Use

3.2.1. Classrooms

3.2.1.1. Assisting Special Needs

3.2.1.2. Global Connectivity

3.2.1.3. Connecting with Students

3.2.1.4. Increased Engagement/Motivation

3.2.1.5. Research

3.2.1.6. Classroom Content Review Games/Apps

3.2.2. Healthcare

3.2.2.1. Self-Tracking

3.2.2.2. Record Keeping

3.2.2.3. Improved Patient Experience/Care

3.2.2.4. Information Availability

3.2.3. Retail and Hospitality

3.2.3.1. Price Comparisons

3.2.3.2. Discounts/Coupon Codes

3.2.3.3. Advertising

3.2.3.4. Feedback

3.2.4. Government

3.2.4.1. Emergency Information

3.2.4.2. Lobbying/Advertising

3.2.4.3. Fact Checking

3.2.5. Industrial and Energy

3.2.5.1. Safety

3.2.5.2. Global Expansion

4. Future Trends

4.1. More Technology in Classrooms

4.1.1. Acceptance of Technology

4.1.2. Cheaper Technology

4.1.3. Variety of Apps

4.1.4. Change in Pedagogy

4.1.4.1. Collaboration

4.1.4.2. Flipped Classroom

4.1.4.3. International Cooperation

4.1.5. Personalized Learning

4.2. Wearable Technology

4.3. Open Source Technology (DIY)

4.4. Location-Based Technology (GPS)

4.5. Augmented/Virtual Reality

4.6. Learning Implants

4.7. Ambient Intelligence

4.8. Robotics

5. Characteristics

5.1. Portability

5.1.1. On The Go

5.1.2. Any Time, Anywhere

5.1.3. Quick and Easy

5.2. Instant Connectivity

5.2.1. No Waiting

5.2.2. Little to No Time Wasted

5.2.3. Learning In Place of Mindless Games/Apps

5.3. Context Sensitivity

5.3.1. Personalized Interfaces

5.3.2. Different Learning Styles

5.3.3. Different Disciplines

6. Learning Context

6.1. Higher Education

6.1.1. Student's Expectations and Early Adoption

6.1.2. School Work on the Go

6.1.3. Connected Classrooms and Faculty

6.2. K-12 Education

6.2.1. Mobile Focused Projects or Assignments

6.2.2. Increased Student Adoption

6.2.3. Connecting classrooms, teachers, and parents

6.3. Corporate Settings

6.3.1. Training and Education of Employees

6.3.2. Customer Adoption and Expectations

6.3.3. "Do Everything" Native Apps

7. Limitations/Disadvantages

7.1. Cost

7.2. Availability

7.3. Size (Too Small/Big)

7.4. Battery Life

7.5. Limited Storage

7.6. App Quality

7.7. Distraction

7.8. Over-Dependence

7.9. Cheating

7.10. Assumuption That Using Tech Improves Learning Unconditionally