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eLearning Conferences

Tony Karrer

, 2009 Computer Graphics and Imaging , 10 th international conference of the International Association of Science and Technology for Development (IASTED), was held February 13-15, 2008 in Innsbruck, Austria. 2009 First Canadian Blackboard Users’ Group Online Conference was held February 29, 2008. link] conferences/home-600.html

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A Video Game: The Biggest Entertainment Launch of the Year

Kapp Notes

You thought Toy Story 3 was big at $41 million on opening day? billion generated in 2008. The number of households playing games increased three percent over 2008, illustrating the expanding use of entertainment software across all demographics. You thought Avatar was big grossing $27 million dollars on its first day of release?

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The survival of Higher Education (4): 5 key objectives

Learning with e's

The novelty value and opacity of technologies often prevent users from ‘seeing through them’, beyond the shiny toy with the buttons and lights, to a tool that is useful because it does something previous tools could not do (John and Wheeler, 2008). Universities must offer better and more sustainable support to academics.

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Technology Tips: Make Your Droid Battery Last Longer

The Logical Blog by IconLogic

I was even more excited when a friend of mine pointed out that my new toy had a kickstand (HOW HAD I NOT NOTICED THAT?!). About the author: AJ George is IconLogic's lead Technical Writer and author of both " PowerPoint 2007: The Essentials " and " PowerPoint 2008 for the Macintosh: The Essentials."

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Games Can Help You Think Like Your Opponent

Kapp Notes

Way back in the 2008 Bowl Championship Series football game, number two ranked Louisiana State University (LSU) defeated (some would say humbled) number one ranked Ohio State in a 38 to 24 victory. Thinking Like Your Opponent.

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Five things

Learning with e's

The novelty value and opacity of technologies often prevent users from ‘seeing through them’, beyond the shiny toy with the buttons and lights, to a tool that is useful because it does something previous tools could not do. 2008) The Digital Classroom: Harnessing the Power of Technology for Learning and Teaching. References John, P.

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Virtual reality for pain management

KnowledgeOne

interactive toys, electronic games) have been extensively studied and decrease pain and anxiety (Koller & Goldman, 2012). 2008; Hoffman et al., Both passive distraction (e.g., watching television, listening to a book being read) and active distraction (e.g., 2014; Hoffman et al., 2011 and Lagnado L. The Wall Street Journal.