In 2010 my local elementary deployed iPod Touch 2Gs. They bought a class set of around 50 and then bought one for every teacher and staff. The idea was supposedly the teachers could perform reading assessments using an app created by the test company, and students would use apps on them to learn. One assessment was carried out using them and the teachers complained so much they went back to paper. A lot of money was allocated for app purchases, but the IT group was lazy in handling it. They waited about a year and a half before finally trying to add apps to them. The technology had already moved by then and none of the apps they tried supported the 2G anymore. The class set was moved into a closet. I don't think there was any plan for the teacher iPods, and they remain unaccounted for and no one really wants them back.
I remember the grant total was over $100,000 for this, but I think it included the purchase of some Macbooks for the teachers, a cart to hold all the iPods, accessories for the iPod 2G, and money for app purchases.
The children now love luxury; they have bad manners, contempt for authority; they show disrespect for elders and love chatter in place of exercise. Children are now tyrants, not the servants of their households. They no longer rise when elders enter the room. They contradict their parents, chatter before company, gobble up dainties at the table, cross their legs, and tyrannize their teachers.
-- Socrates (470 BC – 399 BC)
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The experience using the development environment of Unity/Godot/Unreal is completely different than Cocos2d. Coding in Cocos2d requires you constantly be reading docs, hunting across the net for examples because the docs are horrendously incomplete and outdated, and doing all the coding and asset management by hand. There is a studio editor for Cocos2d, but it is difficult to use and the documentation for it is limited. I never managed to get it to work. Part of the problem is that much of the development of Cocos2d takes place in Asia, so the docs need to be translated to English. By the time this happens, they no longer represent the current state of the library.
If you try making a simple loading screen and short game in Cocos2d compared to Unity/Unreal/Godot, you will instantly see how very different the two are. The learning curve for Unity-like development is really low. You can start on your game immediately and learn as you go. Cocos2d has a huge upfront learning requirement, and it's hard to pass because of the state of the docs. Frankly, I'm surprised at how many games are made in Cocos2d given the other offerings that are available which include a strong development environment. The biggest pluses to Cocos2d to me are that it's 100% free and that it has great crossplatform capabilities. But when you consider how much more difficult it is to use, and the fact that your game is unlikely to ever make money or cross the royalty threshold, you probably should be using an easier tool that is more popular and might lead to job opportunities. A lot of great engines are offering a free-to-start-with option: Unity, Unreal, Marmalade, Corona, GameMaker, Shiva, Stencyl, Construct2. Many of these didn't use to have a free option other than a 30-day trial.
Would be nice if Bookmarks worked at all. I'd like using VLC for audiobooks, but without a decent bookmarking system it's not really possible.
DAUM Potplayer is my main media player. It's closed source, but it has better options than anything else out there including a great bookmark/playlist system.
Your books are full of bullshit masquerading as research
Hell you cannot even find a particular tab efficiently with that many open.
Tree Style Tab addon. Life is better with it.
Testing can show the presense of bugs, but not their absence. -- Dijkstra