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October 8, 2001

Computer Game Consoles: Practical Applications Useful and interesting pages describing research concerning the use of gaming consoles in education. Links to numerous studies and resources. By gaming consoles we mean monitor or TV based systems such as the (Sega) Dreamcast and (Sony) Playstation2, and mobile gaming-oriented devices such as the (Nintendo) Game Boy Advance. By John Kirriemuir, Ceangal, .[Refer]

Study Describes Always-On World Of uCommerce According to a new study released by Accenture, tglobal market for wireless Internet-capable devices is set to grow 630% by 2005, by which time there will be more than 1.7 billion mobile connections. The authors recommend three strategies for communicating via wireless (these are meant for advertisers, but are probably transferable): create intimacy, provide inspiration and leverage identification. By Press Release, Accenture, October 2, 2001.[Refer]

Sound opportunities for Speech Recognition Voice recognition hasn't died, it's just resting. Expect it to return in a major way. According to this study, business applications of speech recognition technology across networks (voice business) will grow from $650m today to $5.6bn in 2006. By Press Release, DataMonitor, October 1, 2001.[Refer]

E-Learning Survey ASTD's learning Circuits publishes the results of a survey of more than 600 practitioners of online learning. Most of the respondants are from corporate training departments. The survey shows that traditional learning still receives the lion's share of the learning budget, but that online learning is having an impact. By Allyson Schafter, Learning Circuits, October 8, 2001.[Refer]

Bringing Classroom Curriculum Up to E-Speed I just love it when something I said at a seminar yesterday is repeated in a completely unrelated publication today. The item - "Developing e-learning content is similar to developing software" - is one of more than a dozen useful nuggets in this article thattalks about streamlining the development of e-learning materials. By David Price and Patrick von Schlag, Learning Circuits, October 8, 2001.[Refer]

Virtual Communities, Real People An article I wrote for LearnScope's Expert Spruik series. 3 rules for making virtual communities real! Rule 1: You are dealing with real people - not flashy graphics or cutting edge technologies. Rule 2: Make adding content to the community at least as easy as sending email. Rule 3 : As a community manager, be a real person too. By Stephen Downes, LearnScope, October 8, 2001.[Refer]


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