Mandy and I have been investigating mobile games with a particular focus on assessment, since we are both secondary teachers and often think about how…
Category: KNOWLEDGE MILL
A1: TikTok and Microlearning
Posted in (A1) Analyses
Today’s teens spend a significant amount of their time on TikTok, a mobile platform known for its short, engaging videos. For many, TikTok is a…
Augmented Reality (AR) flashcards are becoming a valuable tool in mobile education, especially for early childhood learning. Unlike traditional flashcards that only show flat images…
Minecraft Education – Next-level Gamified Learning
Posted in Mobile Education, Mobile Technologies, and uncategorized (flotsam)
It’s pretty often we hear about “gamifying” learning… Taking aspects typically related to gaming such as prizes, leaderboards, immediate feedback, and mastery learning, and apply…
Using H5P and ChatGPT to create interactive assessment
Posted in KNOWLEDGE MILL, Mobile Education, and uncategorized (flotsam)
I wanted to introduce H5P, a tool that allows you to create interactive objects for low-stakes assessments or to gamify learning. The output is designed…
MagicSchool AI is one of my most used and favoured platforms for literacy learning within my English studies classes. Educators can use this tool to…
Mobile AI has turned “write something” into a single tap. Keyboard copilot features, auto-summaries, and caption generators now sit exactly where students speak to the…
Wearable technology has shifted from convenient accessories to tools that actively improve our lives. These devices now warn us about health issues, help us communicate…
As I was sifting through the Knowledge Mill for new augmented reality resources, I came across Livia: An Emotion-Aware AR Companion (arxiv.org). It’s an ambitious…
One of the strongest parts of mobile culture is how people use online tools to build social communities. Groups and clubs have always been part…


