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Innovation In E-learning In The Last 10 Years

EdTech4Beginners

This is the level of vitality of smartphones which makes it necessary for the e-learning industry to introduce mLearning, i.e., mobile learning on a large scale. MOOC is not a new concept in the e-learning industry. It offers a large number of students access to study high-quality courses online through video streaming.

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How Can Technology Help Improve Teaching Efficacy in a Classroom?

Kitaboo on EdTech

Applying modern pedagogical practices with EdTech Personalize lessons: Emerging technologies in the education sector are more attuned to modern pedagogical practices empowering students to take control over their learning journeys, thus, reducing some burden on the teacher. Contact our expert team now and get started!

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And the top e-learning trends for 2016 are.

Neo LMS

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. Second, the introduction of gamification.

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How is mobile learning evolving in the digital world?

Kitaboo on EdTech

With smartphones becoming the device of choice to consume content, they are being increasingly leveraged to deliver online educational courses by schools and colleges, and learning and development training by the corporate sector. In other words, mobile learning supports eLearning and classroom teaching.

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Resources from Miami Device

Learning in Hand

Redefining the Mobile Writing Process by Greg Kulowiec While the fact that we proceed through the steps of Brainstorming, Organizing, Drafting, Revising, Publishing, and Reflecting may not change, the associated tasks and processes certainly evolve and transform when students have access to mobile devices. A massive online game?

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Self-Paced E-Learning Market Evaporating, Report Finds

Marketplace K-12

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. percent for self-paced courseware, translating into an anticipated $13.3

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A Dictionary For 21st Century Teachers: Learning Models & Technology

TeachThought - Learn better.

” Game-Based Learning. Learning through games (from physical to digital). Gamification. Google describes their Google Classroom as “designed to help teachers create and collect assignments paperlessly, including time-saving features like the ability to automatically make a copy of a Google Document for each student.