Why, I Think, Pokemon Go "Died"

Last summer Pokemon Go became one of the most popular mobile games in the world. A few short months later, the hype crashed, and people claimed the game was dead. "RIP Pokemon GO 2016-2016" one meme said. I explain the design flaw that lead to Pokemon Go's apparent demise.

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An On-Purpose Lo-Fi Flipped Classroom Video

Using paper, a GoPro, duct tape, and hockey pucks (yes, hockey pucks) I developed - on purpose - a low fidelity Flipped Classroom video as an example of how instructors can create such videos without having to invest in expensive tools. This video includes some best practices for video learning.

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Summary of SAMR

SAMR is an useful model for educators who want to implement more technology into their curriculum. SAMR is more of a hierarchy to help guide instructors who want to use more technology. In this approximately four and a half minute recording, I describe SAMR, how it can be applied to your learning experience, and why its important to follow it in order to utilize technology in education. A transcript and a supplemental one-minute video are included.

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mLearning is Not eLearning

Construction of a mLearning experience must enforce the fact that mLearning is not eLearning. Good eLearning content will not usually translate well in a mobile device, because of the very nature of mobile technology. When designing mLearning, remember the four characteristics that differentiate it from eLearning: Navigation, Location, Information, and Duration.

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Atomic Bombings Lesson - Community of Inquiry

Early in the midst of earning my Virtual Teacher specialization, I developed a asynchronous online lesson about the atomic bombings of Hiroshima and Nagasaki. The lesson is hosted on a discussion board and includes videos and online articles as content. I analyze the lesson plan using the Community of Inquiry model for building a meaningful learning experience.

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