Zephyr Learning

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What makes elearning work?

Zephyr Learning

Portals such as Twitter, Facebook and LinkedIn are addictive social media sites, games consoles such as Xbox (kinect) provide ‘detailed’ addictive games, and mobile apps provide the short/quick addictive interaction. In many organisations social networking is not allowed, as it is seen as a ‘social’ thing.

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mLearning: Smartphone statistics and the impact they have on learning

Zephyr Learning

Social Networking – 63%. Social Networking – 58%. Statistic 2. What do we do with our smartphones? The following list highlights what we use our smartphone for: Text/SMS Messaging – 92%. Email – 68%. Web Browsing – 66%. Apps – 54%. Instant Messaging – 37%. Location Services / GPS – 34%. Mobile Banking – 28%. Statistic 3.

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Learning in your Pocket!!

Zephyr Learning

26% of this time on Social Networking. In China 99% of people aged 16+ use a mobile phone – of which 66% use a smartphone. Another study (from Flurry) highlights that we spend over 120 minutes per day on our smartphone apps, with: 43% of this time on Games. 10% of this time on Entertainment.