Remove 2015 Remove Accessibility Remove Android Remove Gamification
article thumbnail

Citizen Science, Crowdsourcing, Gamification and Cryptocurrency, Oh My!

Doug Levin

For that reason, I am excited that this coming week the White House is set to shine a deserved light on one domain where the benefits of abundant access to powerful technology tools are most clear: citizen science. The post Citizen Science, Crowdsourcing, Gamification and Cryptocurrency, Oh My!

article thumbnail

And the top e-learning trends for 2016 are.

Neo LMS

Just to get things going, here’s a recap of 2015. Sure, there were lots of devices released in 2014 and the years before, but 2015 was the mobile age. It was the age where almost everyone owned a smartphone - whether it was Android, Apple or Windows Phone. Second, the introduction of gamification. First, mobile learning.

Trends 150
Insiders

Sign Up for our Newsletter

This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

article thumbnail

Resources from Miami Device

Learning in Hand

Redefining the Mobile Writing Process by Greg Kulowiec While the fact that we proceed through the steps of Brainstorming, Organizing, Drafting, Revising, Publishing, and Reflecting may not change, the associated tasks and processes certainly evolve and transform when students have access to mobile devices. A massive online game?

article thumbnail

Education Technology and the Year of Wishful Thinking

Hack Education

Pokemon Go : “Why Pokemon Go shows the future of learning gamification,” according to Education Dive at least. Say, the Android device in Google’s Cardboard Viewer and Expeditions program.). ”) The claims that VR will expand access to education for everyone are dubious. So who do you believe?