Remove 2003 Remove Gamification Remove MOOC Remove Trends
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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. ” Lesson learned #3: Don’t chase trends.

EdTech 40
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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. ” Lesson learned #3: Don’t chase trends.

EdTech 40
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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.