1002 Emerging Tech from Qualcomm’s Mobile Learning Lab
10:00 AM - 11:00 AM Friday, June 12
How can you prepare for tomorrow when you spend so much of today addressing the needs of yesterday? Mobile technology continues to evolve at a rapid pace. Historically, the technologies themselves have always preceded L&D by two to four years. This is the time it takes for solid user trialing, new vendor products, and widespread platform adoption. Unfortunately, this lack of forward visibility makes it challenging to keep up with learner expectations and map out future learning technology strategies.
In this session you will learn from Qualcomm’s Mobile Learning Lab experiments with the very latest emerging mobile technologies to understand what might work well for future learners. You will discuss how these experiments can help us advise and inform future mobile learning developers and vendors. You will examine demonstrations, insights, and examples of the technologies that will be shaping our mobile learning of tomorrow.
In this session, you will learn:
- The advantages and disadvantages of working with augmented reality
- From experiments with gamification for mobile
- How to evaluate emerging technologies for learning
Novice to advanced designers, developers, managers, and directors.
discussed in this session:
Augmented reality; gamification; Unity 3D; indoor positioning; and iBeacons.
Senior Director, Mobile Learning
Geoff Stead, the senior director of mobile learning at Qualcomm, works internally to mobilize employee learning and externally to encourage smarter use of mobile learning at work. Geoff’s team works with cutting- edge mobile technologies to explore how they can and should use these technologies to enhance learning and performance. Geoff’s team also curates the popular WorkLearnMobile.org site, sharing best practice and industry insights. Considered one of the founders of mobile learning, Geoff has been creating innovative mobile learning tools since 2001. He advises the mobile industry (GSMA), education departments, and the EU, UK, and US governments on perfecting the blend between mainstream consumer technologies and enhanced learning and teaching.