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Educational Technology and Mobile Learning

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June 19, 2015
Anatomy 4D is an excellent iPad app for science teachers and students. It provides an interactive 4D experience of the human anatomy using augmented reality technology.

Anatomy 4D offers an easy to use 3-dimensional learning environment ideal for classroom use. Students can utilize the app to virtually explore the human body and learn more about the functionality of each organ. The visual and interactive features of the app make the task of learning about human anatomy super engaging.

Here is how to get started using Anatomy 4D:
First, open the app and head over to 'target library' and email, print or save any set of images you are interested in. After that, you simply point your device at the target from the "Viewer" and watch the 4D Experience come to life.

Here some of the features provided by Anatomy 4D:

Learn about and explore the human body and heart in intricate detail

Highlight various organ systems individually, so for instance, you can focus on just the skeletal, muscular, or respiratory system

Change the view back and forth between a male and female body

Zoom in to experience each organ or body part in-depth

Use new image targets including the new heart target (this new app release still supports the original image target)

Get inspired about human anatomy!

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Here is A Great App to Explore The Human Body in 4D

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June 19, 2015 Anatomy 4D is an excellent iPad app for science teachers and students. It provides an interactive 4D experience of the human anatomy using augmented reality technology. Anatomy 4D offers an easy to use 3-dimensional learning environment ideal for classroom use.

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QRhacker.com is a free QR code generator, that let's you create, track, measure and analyze your QR codes

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¿Cómo se podrían utilizar Las Google Glasses en educación? | The Flipped Classroom | Educación Móvil

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" Google Glass ("GLΛSS") es un dispositivo de visualización tipo gafas de realidad aumentada desarrollado por Google. Google Glass Explorer Edition fue lanzado" | Educación Móvil

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Ya puedes realizar compras con Apple Pay a través de tu iPhone 6 o Apple Watch gracias a la tecnología NFC

En la keynote del pasado 9 de septiembre Apple presentó de forma oficial el iPhone 6, la nueva generación de dispositivos móviles de la compañía de la manzana. Pero también hizo gala del nuevo sistema de pago Apple Pay para efectuar compras desde los nuevos modelos de iPhone y su recién estrenado wereable, el Apple Watch.

Apple Pay es el nuevo medio de pago con tecnología NFC incorporado en iPhone 6 y Apple Watch con la que la compañía quiere transformar la forma de pago tradicional, a partir de la tarjeta de crédito asociada a la ID de Apple de cada usuario. Aunque la tarjeta asociada a la ID se convierte por defecto en el medio de pago del sistema, Apple Pay permite añadir tantas tarjetas como queramos con el fin de diversificar la compras realizadas a través de nuestros dispositivos.

Para asociar una nueva tarjeta de crédito al sistema, basta con realizar una foto de la misma para añadirla a Passbook. De forma automática nuestro dispositivo solicitará permiso a nuestra entidad bancaria para poder hacer uso de la misma a través del sistema de pago NFC de Apple Pay. Una vez autorizada la operación podremos efectuar nuestras compras sin tener que preocuparnos por llevar la cartera encima.
Cómo efectuar una compra
Aunque parezca complicado, el proceso es mucho más sencillo de lo que parece. En primer lugar, para realizar un pago desde el iPhone 6 o desde Apple Watch solo tendremos que aproximar el dispositivo al terminal de pago del establecimiento habilitado para tal fin. Una vez detectada la señal por el sistema, se ejecutará Passbook abriendo la tarjeta de crédito asociada por defecto con posibilidad de elegir entre cualquier otra tarjeta que tengamos almacenada en el sistema.

En segundo lugar, confirmaremos la tarjeta de pago y a continuación aparecerá en la pantalla del dispositivo una ventana con el importe a pagar. Para confirmar la compra y realizar el pago colocaremos el dedo sobre el Touch ID y listo. Cabe señalar que tal y como ha confirmado la compañía, Apple no dará acceso a terceros al NFC del que hace uso Apple Pay.
Seguridad en las compras
Una de las comodidades de esta nueva forma de pago es la posibilidad de poder salir de casa sin llevar la cartera encima, ya que tampoco se requiere mostrar nuestra identificación al propietario del establecimiento. No obstante, como medida de seguridad para controlar que no se realizan compras con dispositivos robados por parte de terceras personas, Apple requerirá la comprobación de la titularidad del dispositivo en cada operación.

Aunque los usuarios que dispongan de iPhone 5, 5c o 5s no podrán beneficiarse de las ventajas de la compra vía móvil por no disponen de tecnología NFC, siempre puedes hacerte con un Apple Watch para disfrutar de las ventajas de la nueva forma de pago de Apple Pay.

Imágenes | vía Apple Pay

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Cómo funciona el sistema de pago Apple Pay

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Ya puedes realizar compras con Apple Pay a través de tu iPhone 6 o Apple Watch gracias a la tecnología NFC En la keynote del pasado 9 de septiembre Apple presentó de forma oficial el iPhone 6 , la nueva generación de dispositivos móviles de la compañía de la manzana.

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Social media has snowballed in importance over the last decade. But just how much do people love their Facebook, Instagram, YouTube, and other such accounts? We've looked at the numbers and come up with some key social media statistics and facts. The figures are truly mind-boggling. There may still be hold-outs, who shun the new type of media, but there are undoubtedly many people who have embraced social media and use it daily.

While we have tried to gather the most up-to-date statistics and facts for this article, the nature of social media means that they will always be changing. That is one of the reasons we've developed our tool that demonstrates the changes to the top Instagram accounts over the last five years.

To put all of these statistics into perspective, the world population in April 2019 is edging up to 7.7 billion people . This population has already grown by 21.8 million this year. There were 4.3 billion internet users in March 2019, more than half of whom are in Asia. Perhaps unsurprisingly, though, North America has the highest percentage of its citizens as internet users - 89.1%.

Below is an interesting visualization of what happens on the internet in real time.

Growth of social media Networks

Growth of chat services

60 Key Social Media Statistics and Facts

Infographic

Facebook Statistics

1. Facebook had 2.32 billion monthly active users worldwide , as at the 4 th quarter of 2018. It surpassed 1 billion in Q3 2012 and 2 billion in Q2 2017. Active users are those who have logged in to Facebook during the last 30 days.

2. If you widen the definition of Facebook to include all the company's core products (Facebook, WhatsApp, Instagram, and Messenger), 2.7 million people used at least one of the products each month in Q4 2018.

3. 74% of US Facebook users visit the site at least once daily. This is the highest rate for any social network. 51% of Facebookers visit more than once a day, 23% once a day, and just 26% less often. The percentage of Facebook users who visit the site daily is unchanged compared with 2016.

Twitter Statistics

1. With 47.05 million users , the United States has the most significant number of Twitter accounts. Japan takes the second spot with 38.6%, followed by the United Kingdom with 13.6 million Twitter users. While India has a large Facebook base, its 7.65 million Twitter users are well down the order, in 7 th position. The most-followed Twitter accounts include Katy Perry, Justin Bieber, and former U.S. president Barack Obama.

2. Millennials are the generation that most enjoys tweeting. eMarketer expects 21.0 million millennials will use the social platform in 2019.

3. Twitter has more than 3,800 employees, working in over 35 offices worldwide.

4. Twitter is extremely popular with the world's politicians. Donald Trump uses Twitter on almost a daily basis. 97% of the 193 UN member states have an official presence on the platform. Former US president, Barack Obama has 105 million followers, the second most popular Twitter account in the world. Donald Trump is rapidly catching up with 59.6 million followers, 13 th overall.

Instagram Statistics

Mention also found that 66.6% of Instagram posts contain one or more hashtags. Clearly, hashtags are important on Instagram. This compares with their Twitter report that shows only 40% of tweets include a hashtag. However, contrary to expectation, their data also showed that hashtags didn't seem to increase engagement rates. They found that the average number of engagements went down with every hashtag you add.

YouTube Statistics

1. YouTube has launched local versions in more than 91 countries. You can navigate YouTube in a total of 80 different languages (covering 95% of the Internet population).

2. According to YouTube's internal stats, the number of channels earning six figures per year on YouTube grew more than 40% year on year. The number of channels earning five figures per year on YouTube increased more than 50% year on year. Clearly, YouTube can be highly lucrative for its best creators.

3. 70% of YouTube's views are on mobile. While YouTube is now available on most smart TVs, most people still opt to watch it on a much smaller screen - their phone. Another possible reason for this is that many people choose to look at YouTube while they are commuting, often in public on a train or bus.

4. Forbes predicted the top-earning YouTuber in 2018 was 7-year-old Ryan who showcases his favorite toys in his channel Ryan's Toys Review. Forbes estimated that Ryan earned $22 million. He was followed by Jake Paul ($21.5 million), Dude Perfect ($20 million), DanTDM (#18.5 million), and Jeffree Star ($18 million). Long-time YouTube favorite, PewDiePie, was down to #9 in Forbes' list), although his $15.5 million estimated 2018 earnings are still decidedly healthy. PewDiePie recently critiqued our previous estimate of his earnings in one of his recent videos. https://www.youtube.com/watch?v=OY2ydWCSvUA

LinkedIn Statistics

1. LinkedIn was slow to take off, however. Although it launched on May 5 th, 2003, it generated only 6,000 users in its first month . By the end of its first six months, LinkedIn had 37,000 users.

2. Professionals are signing up to join LinkedIn at a rate of more than two new members per second.

3. More than 70 percent of LinkedIn's members are outside the U.S.

Pinterest Statistics

1. There are now more than 175 billion pins on Pinterest, up 75% over the last year.

2. Although Pinterest is more niche than most of the social networks covered here, it still has a sizeable business base. There are 1.5 million businesses who have set up boards on Pinterest. People on Pinterest rate ads on Pinterest 1.4 times more relevant and useful than those on other platforms.

3. Pinterest is the No. 2 social network among baby boomers, behind Facebook. Its current focus on home products and décor appeals to middle-aged and older women.

Snapchat Statistics

1. Snapchat is the now the social platform of choice for teenagers, with 35% of US teens in 2018 saying it was the network they used most often. However, only 69% of teenagers use Snapchat, behind both YouTube and Instagram. Clearly, those teenagers who do use Snapchat, consider it an essential part of their daily lives. As a comparison, 41% of teens claimed to use Snapchat in Pew Research's 2014 survey.

2. Despite cries of "doom and gloom," Snap's total revenue has risen for each of the last three years. Snaps' 2015 revenue was $56.7 million (and they made a Gross Loss of $123.7 million). In 2016, however, Snap's total revenue improved to $404. 5 million, continuing to $824.9 million in 2017 and $1.18 billion in 2018.

3. The Story Wars (between Snapchat, Instagram and Facebook) has had an impact on Snapchat's growth, however. Snapchat admitted in its Q2 2018 earnings that user numbers fell from 191 million to 188 million . It's most recent financial results announcement states that there are now 186 million users .

Snapchat began life as an iOS-only app called Picaboo. It was released two months later under the name Snapchat. Evan Spiegel and Bobby Murphy, the founders of Snapchat, failed on 34 other projects before hitting it big with Snapchat. When Spiegel floated the idea before his classmates, they were unimpressed with the temporary nature of the photos shared. The inspiration for Snapchat came after Spiegel and Murphy's friend, Reggie Brown, regretted having posted a photo. Reggie Brown eventually sued Spiegel and Murphy for not giving him an equal share in the company but agreed to settle for $158M in cash. Brown was also responsible for naming Snapchat's ghost logo, "Ghostface Chillah."

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60 Social Media Statistics for 2020 [+Internet in Real Time Live Infographic]

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Social media has snowballed in importance over the last decade. But just how much do people love their Facebook, Instagram, YouTube, and other such accounts? We've looked at the numbers and come up with some key social media statistics and facts. The figures are truly mind-boggling.

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Ejercicio: Completar la Encuesta Survey Monkey

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Ejercicio: Completar la Encuesta Survey Monkey

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Web survey powered by SurveyMonkey.com. Create your own online survey now with SurveyMonkey's expert certified FREE templates.

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Qué es Cloud Computing #infografia #infographic #cloudcomputing - TICs y Formación

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Valora este post Hola: Una infografía sobre qué es Cloud Computing. Vía Un saludo Anuncios Relacionado

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Zooburst für deinen persönlichen LifeStyle - Zooburst - Beauty & LifeStyle School

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Die Welt ist heute für jede Person ein offenes Buch. Das macht es einerseits so leicht, sich zu individualisieren. Andererseits findet man auch immer jemanden, der es einem schon vorgemacht hat. Deswegen haben wir es uns zur Aufgabe gemacht, dich ganz speziell im Beauty & LifeStyle Bereich zu unterr…

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Zooburst is a free app which allows users to to view augmented reality popup books created on PCs through scanning a Zooburst code (similar to a QR code).

As this fits very nicely alongside our current DT popup books project ( see previous post for how we are using iPads within this unit), I signed up for a teacher's account on the website at a cost of $9.99 - other plans are available, but I was really only wanting a trial run to begin with. It is also possible for students to create their own free account if they are over 13, but for ease of use/assessment etc, I'd really recommend the well-priced teacher account, which allows you to manage up to 250 users.

Children are able to log in with usernames/passwords I have created and create/edit their books easily, using pictures from a stock of clip art, from the Internet, a class photo folder you have set up or pictures that they have drawn themselves.

Sound can be added to each character/other pop up element using a microphone, which plays when the character is tapped in 'AR mode' in the iPad app.

I couldn't work out how to create the Zooburst codes for children's books (although it was very easy to do so for my own 'test' book); however the Zooburst 'zookeeper' came back to me with instructions immediately via email. A teacher is the only one who can create the codes for children, so that they have control over which images etc can be viewed publicly. In this respect, the site has a number of settings options, over which the teacher has total control. I like the fact that the children can easily view each other's books and leave comments (I also receive an email each time this happens so that I can moderate the comments).
What's great about it
- it uses technology that has been around a few years in an accessible format
- it's easy to use
- content created is easily shared; including the ability to share easily with parents
- it's secure
- the pay-per-month option is very affordable and useful if, like me, you plan to only use the site for a couple of months as part of a project
- the customer support is excellent

What could be better
- controls could be a bit more 'modern-looking'
- the ability to build books on the iPad (currently flash-based, but the website promises the ability to build books within the app as a future development)

Try downloading the Zooburst app and using it to scan the code below to see my (quickly-cobbled-together!) pop up book!

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App Review - Zooburst Augmented Reality Pop Up Books

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Zooburst is a free app which allows users to to view augmented reality popup books created on PCs through scanning a Zooburst code (similar to a QR code). As this fits very nicely alongside our current DT popup books project (see previous post for how we are using iPads within this unit), I signed up...

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El pasado 20 de mayo tuvo lugar en el Mobile World Centre de Barcelona el evento "Augmented Reality Education", organizado por Augmented Reality Barcelona, un grupo creado para dar a conocer, incentivar y promover el uso de esta tecnología en todos los ámbitos de la sociedad.

En una breve introducción sobre el estado actual de la realidad aumentada a nivel internacional, concretamente en el sector de la educación, el organizador de ARBCN, Isidro Navarro, presentó diferentes iniciativas, como la que apuesta por utilizar la realidad aumentada en la ingeniería civil, la construcción o la eficiencia energética de la Universidad La Salle; la realidad virtual en videojuegos con OculusRift desarrollada en Dublín o los experimentos para GoogleGlass que realiza el HitLabNZ en la Universidad de Canterbury.

Dando paso a las exposiciones, conocimos las propuestas de Ninus, AR-Books y Talentum Schools:

La idea de Ninussurgió ante la necesidad de acercar la tecnología a niños de entre 3 y 5 años, cuya referencia espacial se sitúa al nivel del suelo y para quienes, debido a su altura, es complicado manejar pizarras digitales. Un proyector junto con una Kinect son los encargados de recrear un escenario 2D sobre el suelo, una zona donde los niños tienen que entrar y mantenerse en pie para realizar las actividades.

Su oferta de contenidos, controlados por el docente a través de una tablet, abarca temas curriculares de la educación primaria en los que se desarrolla la psicomotricidad de los niños y su carácter colaborativo en las actividades en grupo, fomentando a la vez su control del lenguaje y el dominio de las letras, números, formas, colores, etc.

Sensibilizados también con aquellos niños que tuvieran algún tipo de dificultad cognitiva, sus actividades son adaptables en complejidad. Cuenta también con ejercicios diseñados especialmente para ayudar a niños con deficiencia auditiva.

AR-Bookses una editorial de libros de realidad aumentada que aúna tecnología y tradición con el objetivo de reinventar la forma de leer los libros, complementando las ilustraciones y fotografías con una experiencia tridimensional.

Estos libros son tanto didácticos como narrativos, y en ellos el hilo conductor es el empleo de la realidad aumentada con el fin de enriquecer su lectura y comprensión. En su propuesta encontramos temáticas como la anatomía, astronomía, dibujo técnico, tecnología, maquillaje, etc.

Talentum Schoolses una iniciativa educativa de Telefónica que pretende fomentar la creación de tecnología en edades tempranas a través de talleres gratuitos impartidos en tiendas Movistar. En ellos, niños a partir de 4 años y jóvenes de hasta 18 aprenden conceptos de programación con herramientas como la realidad aumentada o el lenguaje de programación Scratch del MIT, robótica con el robot Atti desarrollado por SK Telecom, o creación de aplicaciones móviles Android con App Inventor.

Su propuesta en realidad aumentada, desarrollada por Qualcomm y basada en la tecnología Vuforia, permite que niños de entre 5 y 7 años aprendan los conceptos básicos de programación y puedan crear sus propias historias.

Para ello, los niños utilizan un entorno de programación en el que pueden asignar una serie de acciones, ordenadas en secuencias, a cada uno de los botones con los que posteriormente controlarán a su personaje virtual, que aparecerá sobre una cartulina.

Asimismo, los niños pueden controlar a este personaje con los botones presentes en la pantalla de la tablet o tocando físicamente los que se encuentran sobre el papel. Con esta actividad los niños resuelven retos en los que comienzan a pensar e interiorizar sus primeros conceptos y comandos de programación.

Si quieres apuntar a tus hijos puedes reservar una plaza y formarán parte de los más de 3.000 niños y adolescentes que ya saben programar gracias a Talentum Schools. Encontrarás talleres todos los fines de semana en distintas tiendas Movistar de ciudades como Madrid, Barcelona, Zaragoza, Bilbao, Palma de Mallorca, Valencia, Sevilla o Granada, y estarán disponibles muy pronto en otras diez ciudades españolas. ¡Se lo pasarán en grande!

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Realidad aumentada aplicada al ámbito de la educación

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El pasado 20 de mayo tuvo lugar en el Mobile World Centre de Barcelona el evento "Augmented Reality Education", organizado por Augmented Reality Barcelona, un grupo creado para dar a conocer, incentivar y promover el uso de esta tecnología en todos los ámbitos de la sociedad.

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