Notes from the VI Encuentro académico: Apropiatic. Uso y apropiación de la tecnología para el aprendizaje, organized by UNIMINUTO, and held in Bogotá, Colombia, on November 30 and December 1, 2015.
Peter C. Mantell
Learning affords us to figure out what works all by ourselves.
Gamification is changing the market of education. Offers a potential strategy for improving engagement. Gamification is about:
- Freedom to fail.
- Rapid feedback.
- Story telling.
m-Learning, or mobile learning provides more immediacy than regular e-learning, it provides an open gate to real time.
Smartly is an m-learning, gamification-inspired, learning service that provides educational video, with bite-sized chunks to be consumed on the go. Short lessons that take 5-10 minutes to complete, low bandwidth to consume, hand-crafted for mobile consumption.
We need a way to test the students without them noticing that they are being tested, with constant interactions with the content, with continuous feedback.