Remove Accessibility Remove Android Remove Flipped Classroom Remove Gamification
article thumbnail

And the top e-learning trends for 2016 are.

Neo LMS

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.

Trends 150
article thumbnail

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

NeverEndingSearch

You may remember Stanford History Education Group (SHEG) for its groundbreaking and utterly depressing report, Evaluating Information: The Cornerstone of Online Civic Reasoning. In the November 2016 Executive Summary , the researchers shared: When thousands of students respond to dozens of tasks there are endless variations.

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. Or the flipped classroom. 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.