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

Doug Levin

In an interesting twist, some of these projects are even pursuing gamification strategies to attract and engage new citizen scientists in their efforts. So, should you have an interest in learning more about citizen science, crowdsourcing, gamification (and maybe even cryptocurrency, oh my!),

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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.

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Guest Post: A Revolution In Language Practice

EdTech4Beginners

The app incorporates 3 main values: Networking: advanced user matching based on their shared interests and personality tests; Guidance: Shiro the bot suggests conversation topics and recommended phrases to have more meaningful, productive conversations; Gamification approach: mini games and quizzes with other users.

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Resources from Miami Device

Learning in Hand

Using gamification, the most motivational aspects of games in non-game settings, has changed the game of school. by Rodney Turner This session demonstrates ways to integrate and implement Android applications in the classroom. Then consider coming to Mobile Learning Experience 2015 in Tucson, Arizona. A massive online game?

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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.). So who do you believe? The scientists? The engineers? Bonus: “ 5.3