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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.

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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. Or MOOCs even. 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. Hype wanes.

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International ed tech and pedagogical projects: notes from INTED 2017

Bryan Alexander

Gaming: many examples of people using games for learning, or gamification for public good (public health, for one). MOOCs: simply present in the ed tech space, without the hype crash America experienced. Some similar problems, though, with different levels of mobile access (network and device). So many trends.

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