4 Important Lessons from 15 Years in EdTech

Gaggle Speaks

One of my very memorable failures was in 2003, when I went to Austin ISD to present to the technology team as the final step of a large purchase. Collaborative Learning, 21st Century Skills; Blending Learning, Student Engagement, MOOC; Flipped Classroom; Gamification; Big Data.

EdTech 112

4 Important Lessons from 15 Years in EdTech

Gaggle Speaks

One of my very memorable failures was in 2003, when I went to Austin ISD to present to the technology team as the final step of a large purchase. Collaborative Learning, 21st Century Skills; Blending Learning, Student Engagement, MOOC; Flipped Classroom; Gamification; Big Data.

What Does the Popularity of Pokémon Go Mean for K-12 Gaming? A Q-and-A With James Gee

Marketplace K-12

He has written several books on the role of games and learning, including What Video Games Have to Teach Us About Learning and Literacy (2003) and Language and Learning (2004). Big data, like gamification, is highly controversial, and both are present in Pokémon Go.

The Asian Money Fueling US Edtech Investments

Edsurge

TAL Education Group , which began as a solo tutoring operation in 2003 and has since grown into a publicly-traded empire, boasting $620 million in revenue in 2015 from a network of over 300 brick-and-mortar tutoring centers. The technologies built by these companies span a wide gamut of buzzwords (adaptive learning, artificial intelligence, gamification) but will be integrated with TAL’s online offerings. “ You Can’t Make Movies Without China.”

Education Technology and the Year of Wishful Thinking

Hack Education

In 2005, Joan Didion published The Year of Magical Thinking , which chronicles her husband’s death in December 2003, shortly after their daughter had fallen into septic shock and been placed an induced coma. Pokemon Go : “Why Pokemon Go shows the future of learning gamification,” according to Education Dive at least. This is part one of my annual review of the year in ed-tech.

It’s Pedagogy Go With Location-Based Mobile Learning At The University Of South Australia

EdNews Daily

Wijers, Jonker and Drijvers (2010) highlight that the potential for engagement increases when gamification features such as rules, goals, points and activities are added.