Remove Accessibility Remove Document Remove Gamification Remove OER
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Innovation In E-learning In The Last 10 Years

EdTech4Beginners

It offers a large number of students access to study high-quality courses online through video streaming. Anyone can access these courses and there is no minimum qualification to take them. Anyone can access these courses and there is no minimum qualification to take them. Gamification in the Learning Process.

MOOC 127
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It’s 2020: Have Digital Learning Innovations Trends Changed?

Edsurge

The primary trends identified by the team were: adaptive learning, open education resources (OER), gamification and game-based learning, MOOCs, LMS and interoperability, mobile devices, and design. To those working in higher education, some of the trends presented by the team may not have come as a surprise.

Trends 175
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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. market is the trend toward open and free educational resources, or OER. Since the U.S.

Report 51
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A true gift from SHEG: DIY digital literacy assessments and tools for historical thinking

NeverEndingSearch

Like the DBQs, lessons revolve around a central historical question and sets of prima ry documents to engage learners with varied reading skills. The Reading Like a Historian curriculum also engages students in historical inquiry around both U.S. and world history events.