Remove Accessibility Remove Gamification Remove Laptops Remove OER
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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 70
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Digital Courseware or ePUB – Which is the Future of Higher Education?

Kitaboo on EdTech

Higher education is going through a massive transformation thanks to the adoption of new technologies like mobile learning , gamification and digital courseware. Many publishers have already started converting their physical textbooks to electronic formats which can be accessed on a desktop or mobile. Analytics and Assessment.

eBook 98
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Looking backward and forward

Kathy Schrock

The lesson I learned with Pokemon Go is not that gaming and gamification are essential to learning. I recommend a mix of devices in a school setting so students and teachers have access to the best tool for the job! My August Kathy’s Katch column provides many other ways this phenomenon can be used to support teaching and learning.

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Four game changers

Learning with 'e's

He wanted to clarify a few points, including a response to the critique of the One Laptop Per Child projects. OLPC is premised on the basis of one child interacting with one free laptop, in many ways a counter to social forms of learning witnessed in communal contexts such as Mitra's Hole in the Wall project.

OER 53