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

EdTech4Beginners

Using mobile for educational purposes is a slightly new concept. 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. Gamification in the Learning Process. Wearable E-Learning Gadgets.

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

Edsurge

The Online Learning Consortium (OLC), one of the 12 partner organizations of Every Learner Everywhere, was charged with identifying and understanding innovations in the digital education landscape. The first goal was to create an environmental scan of the digital learning environment in higher education with a focus on adaptive technology.

Trends 175
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Your midsummer ed-tech check-in

eSchool News

They all help classroom teachers and education leaders leverage education technology in the best ways possible. OER meets iPads in this district. For students at Central Valley middle and high schools, accessing classroom lessons rarely involves opening a book. What do they have in common?

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Further reflections on EDUCAUSE 2015

Bryan Alexander

Many quiet signs of OER. As a small example, I was only able to see a few minutes of Michelle Weise ‘s talk, “What’s After “Next” in Higher Education?” ” On Twitter I asked her for access to the slides, and she promptly webbed them up. More talk of gamification, not so much about games.

OER 40
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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.

Report 51
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Storms over liberal education: notes on the 2016 AAC&U conference

Bryan Alexander

It was a powerful gathering of campus leaders and practitioners, organized around a common focus on liberal education. I helped start the conference with a half-day workshop on “How Technology Can Enhance Liberal Education: The State of the Art in 2016.” Consensus was: next steps, the future of tech and liberal education.

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Unlocking the Gate to Better Learning

EdNews Daily

Those students, fueled on basics but allowed instant access to all other human knowledge without normalizing , could flourish and become the future leaders we so desperately need. But gamification does not mean the learning is less rigorous; it is just different. Imagine that. Evaluating Rigor.

Learning 100