Earlier this year I met with Svenia Busonia who was involved in a global research project looking at edtech clusters and the adoptions of various initiatives in diverse regions. Together with her partner Audrey Jarre, she visited India, New Zealand, South Korea, France, New Zealand, Australia, the USA and South Africa. While in Cape Town we discussed the work Cambridge University Press (CUP) is doing in the digital education arena, in South Africa and Nigeria. They also met with local edtech startups Greenshoots, Siyavula, Code X and Rethink Education.
The global buzz unleashed by the release of the Pokémon Go game for smartphones in 2016 exemplifies how augmented reality technology is growing. Educational institutions and app developers are already finding ways to incorporate the exciting, perception-bending capabilities of augmented reality design into lesson and textbook design. Read more about how augmented reality is revolutionizing EdTech:
First: What is augmented reality?
I am very excited about an event I have been invited to present at next week in Cape Town, the 2013 Bill & Melinda Gates Foundation (BMGF) Global Libraries Peer Learning Meeting.
The BMGF’s Global Libraries program supports efforts to supply and maintain free public access to computers and the Internet in ten countries around the world. According to the BMGF, quick and easy access to information and knowledge can transform the lives of individuals and strengthen communities. Yet, approximately 5 billion people – almost 90 percent of the world’s population – do not have access to computers connected to the Internet.