There are gender wars, and then there are casualties. It wasn’t until 2011 that the behemoth toymaker LEGO acknowledged girls’ desire to build with bricks, even though the company had long before made a seemingly effortless pivot to co-branding, video games, and major motion pictures. So it’s little wonder that girls face all-too-real obstacles when […]
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Summer mobile trends
June 30th, 2011 by IDEA
Mobile is exploding, and this has vast implications for education. Here’s a summary of top news and trends for mobile this summer…
Smartphones are popular phones. According to Nielsen, 38% of Americans now own smartphones, and 55% of those who purchased a new handset in the past three months bought a smartphone (rather than a dumb one), up from 34% a year ago. Android’s growth curve flattened in 2011 while the iPhone’s got a boost. Collectively, Android and iOS are activating over 800k devices per day.
Virtual exhibits on tablet devices (e.g., the Apple iPad) put exhibits at the fingertips of students and the public. Visitors can browse science, art or culture from classrooms, during their commutes, or from their sofas. — But where does the money come from?
As with physical museums, the problem with charging money for downloads is limiting visitation to enthusiasts. Access must free to get significant use on tablet computers in classrooms, or by people who would not otherwise pay. Aside from grant support or advertisements, are there other revenue models? Could funding come from the community?
We posit that virtual exhibit apps could be free downloads, giving a preview teaser. Then, to see the rest of the exhibit, visitors pay for access, sponsor access for others, or request free access. Here’s how it might look: (more…)
Innovation takes years, if not decades. An essay by Bill Buxton, principal scientist at Microsoft Research, introduced the idea of the “The Long Nose of Innovation.” In his Jan 2008 Business Week article, he draws parallels to the ‘long tail’ of products. This has applications to all kinds of planning.
This is what the long nose looks like as a graph (it’s a nose pointing to the left): (more…)
The National STEM Video Game Challenge, awarded the $50k grand prize last week to a professional team that did not meet the eligibility criteria.
This story came to my attention last week, when I wrote a blog post about a cool online science game for Middle School kids which won the grand prize as part of the contest run by the Joan Ganz Cooney Center at Sesame Workshop (the parent organization of Sesame Street) and E-Line Media. That article briefly mentioned anomalies in the contest, and the Cooney Center sent me an email: “Please take this article down as soon as possible because of a legal issue that is pending.” This made me wonder, is there a scandal on Sesame Street?
Museums are going mobile, and many companies are eager to help. At yesterday’s Museums & Mobile 2011 online conference, several vendors promoted their wares. This is a summary of products, approaches, and some alternatives… (more…)
On the screens of millions of iPad and other mobile devices, moons and stars, elements and molecules swirl beneath our fingertips. Developer Mike Howard says he wants to “make you feel like you are actually there in orbit.” Theodore Gray wants you to look at the periodic table and be transported to the world of Harry Potter, feeling as “if you checked out a magical version of The Elements from the Hogwarts library.”
Apps represent a shift in how students and the public learn about science. Currently, the best science apps are not being created by museums, traditional publishers, or curriculum developers — They are being created by enthusiastic solo developers, research centers, and new software companies with a penchant for science and public education. We’ll look at what motivated these app creators, what it took to make the apps, and how successful they have been. (more…)
Tablets are hot, and here to stay, says a new 100-page report from financial firm, Morgan Stanley, which predicts the tablet market will be huge, shipping more than 100 million units by 2012. The growth rate is higher than any other mobile device in history, and will reshape learning. The following charts the total cumulative shipments* in the first 5 years of other mobile devices, and projected growth of the tablet. In millions: