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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. First, mobile learning. Sure, there were lots of devices released in 2014 and the years before, but 2015 was the mobile age. And learning platforms are starting to get mobile developers to publish mobile apps and have them updated on a regular basis.

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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. Please visit bilingua.io

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Self-Paced E-Learning Market Evaporating, Report Finds

Marketplace K-12

billion drop in worldwide revenue from 2015 to 2021. The report defines self-paced courseware as being accessed on a desktop or laptop and spanning the K-12, higher education, corporate training, and privately marketed software (such as that produced by language-learning company Rosetta Stone) sectors.

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Reinventing The School Desk: Tip Tap Tap And The Internet of Things

Fractus Learning

Classrooms are embracing interactive whiteboards and mobile devices with enthusiasm. Although Interactive whiteboards, mobile learning, open content and learning management systems are proliferating within classrooms, when it comes to assessment processes, there is a fragmentation between how student data gets transferred seamlessly.

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The Business of 'Ed-Tech Trends'

Hack Education

Among the major trends Meeker identified for 2017: mobile advertising, gaming, and healthcare. There are, after all, only so many times you can put “mobile” on your list of “what’s on the horizon” before folks begin to suspect your insights might not be that… insightful. ” he asks.

Trends 56
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Epic Guide To Game Based Learning

The CoolCatTeacher

Does Gamification in Education Really Improve Learning? Sept 2015). Teachers Report Sharp Growth in Game-Based Learning by District Administration (July 2016) – reports that 48% of classroom teachers report using games in classroom instruction in 2015. Serious Games: Rethinking Gamification in Education with Cat Flippen.

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Education Technology and Data Insecurity

Hack Education

Pokémon Go, a free augmented reality game developed by Niantic (a company spun out of Google in 2015), became the most popular mobile game in US history this year. ” But these wild proclamations – wishful thinking , no doubt – tended to overlook the realities of mobile technology and education. .”

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