m-Learning…The new wave

m-Learning…the initial appeal!


It has enormous potential and the ability to connect to people. The ability to do tasks that you cannot do just by sitting in front of the desktop. Just like the desktop, it is a platform that can provide anything to you at your disposal.

It’s not just about delivering courses on the device. It is he chance to open the door in an organisation to the learning and development group doing other things as well as delivering courses through the device so we can start thinking more broadly. m-learning has the real capability to push things forward.

Trends In Technology Use In Education

Trends in technologu use in education

The state of mobile learning and mobile technology is a vast topic. It’s interesting how learning organisations across the world are starting to look at learning not as a formal experience but really starting to consider the informal experience, the performance. The core aspect with mobile devices is the any time, any where access. 

Mobile education is opening up an entirely new dynamics. In the terms of trends and where we’re going, learning something new , landscape changing on a daily basis, playing catch up. 


Digital Natives

 Digital Natives refers to those who grew up with technology to which it continues to evolve today. So anyone born in this era will have a much better understanding of the technology and its usage. They will have a deeper sense of knowledge in understanding the device and also look forward to the new upgrades. 

The opposite of a digital native is called a ‘digital immigrant‘. These were born before the digital technology came into existence but have adopted to it to some extent. 


Game Based Learning

      As mobile devices become more and more evolved, the users obtain a greater portion of their information from these devices. Game based learning establishes an architecture that enables a collaborative learning experience and environment.

     Games are not about entertainment or distraction anymore. We need to approach it with a different way of thinking, a different way of persuasion. Games are now becoming prevalent in every industry – particularly in education. Games are powerful tools for change and learning.

How can educators learn from the gaming industry and how they can apply that to learning?

Free to Learn, Free to Play

In schools and colleges, students have to absorb and apply knowledge to pass a test. But in gaming, players do so because they want to explore and progress ‘voluntarily’.

Failure is Most Certainly an Option – And It Is Encouraged

In gaming, players can try again and again if they are defeated. They don’t lose self-esteem. As we re-attempt it, we definitely identify gaps in the knowledge, understand the system a little better so that we can start to develop ‘strategies’ and eventually overcome the challenge. If students are given the same opportunity to learn, they will develop their understanding at a deeper level.

Games Allow for a Level of Abstraction

Sometimes learning becomes a by-product of a game. Gamers are explicit in their learning objectives. Traditional education systems don’t allow much for abstraction. They pretty much have no choice. However, gamers aren’t so limited. They incorporate images, metaphors and ideas to help communicate concepts. They are well known for abstracting complex issues.

Easy way to learn…Flashcards

A world filled with fast-changing information, everyone of us from school children to even working adults need to know how to learn well. Evidence shows that most of us don’t use the learning techniques that science has proved effective. The most commonly used strategies of highlighting and rereading have proven less effective.

Cramming will allow you to get through the test but the information will soon disappear from your memory. It’s much more effective to go through the subject matter at regular intervals of time to be able to retain the information for a longer duration.

  • The benefits of flashcards would spare the students from hours of frustration.
  • Flashcards have been acknowledged by educational researchers as the fastest and easiest way to learn and remember new information.
  • Flashcards condense and simplify information.
  • Content is stripped down to its essence and placed in a format that is easy to read and understand.
  • Flashcards have multi-sensory appeal. Different colors can be used to keep it more interesting
  • Diagrams and pictures make it more appealing.
  • They can be carried around in your pocket for anytime revision.



Game, set, match..CramBuddy!

Looking at the same old textbooks over and over again? Tired of making notes constantly? We’ve got a solution for you. Mobitatva is out and about with a new app called “CramBuddy“.

The mobile gaming app exclusively for teens with gaming, quizzing and social networking. It is a balanced content of fun, frolick, sports and trivia along with academics covering a wide range of subjects like Maths, Chemistry, Biology, Geography, Physics and more. To keep it more interesting we’ve also covered the general knowledge topics.

Activities – Let the CB world know what you are up to and see what your friends are doing too.

 Shouts – Learn what your buddies are doing and stay ahead of the game.

Screams – We will keep you posted with the latest updates.

Quiz – These quiz packs will help you in your revision. Earn points and get rewarded. Try to stay ahead by challenging your buddies.

 Gangs – Make your own school gangs, tuition gangs and wage a gang war.

 Buddies – Game on together with your buddies and keep track of each other.

 Me – Create your profile and let the CB world know who you are.

So what you waiting for?? Lets get started!