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A true gift from SHEG: DIY digital literacy assessments and tools for historical thinking


You may remember Stanford History Education Group (SHEG) for its groundbreaking and utterly depressing report, Evaluating Information: The Cornerstone of Online Civic Reasoning.

And the top e-learning trends for 2016 are.


It was the age where almost everyone owned a smartphone - whether it was Android, Apple or Windows Phone. Second, the introduction of gamification. Initially thought by some experts and even teachers as a gimmick , gamification quickly caught the interest of the ed tech world, because the best way to teach students is to play games. Students and teachers will both have quick and easy access to their learning materials because they’re saved to a common repository - the cloud.

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CLASSLINK ONECLICK ClassLink OneClick technology enables access to Web-based, Windows, and Google applications, and instant access to files at school and in the cloud. With a built-in ARM quad-core processor and an Android 5.0

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Learning in Hand

Using gamification, the most motivational aspects of games in non-game settings, has changed the game of school. Learn about creating various kinds of codes and access to lots of QR code activities for all subjects and grade levels.