Remove Accessibility Remove Gamification Remove Mobility Remove MOOC
article thumbnail

Innovation In E-learning In The Last 10 Years

EdTech4Beginners

Using mobile for educational purposes is a slightly new concept. The material that is available for e-learning on a mobile device is specifically designed by expert instructional designers to make it compatible with a small screen. Massive Open Online Courses (MOOC). MOOC is not a new concept in the e-learning industry.

MOOC 127
article thumbnail

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 202
Insiders

Sign Up for our Newsletter

This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

article thumbnail

10 Experts’ Predictions for Education and Technology in 2016

GoConqr

One of the biggest EdTech trends in 2016 and for the years to follow will be gamification. Gamification will provide the necessary motivation, engage learners, and bring back the fun element in the learning process. Mobile learning. It is therefore important that eLearning content is mobile supported.

article thumbnail

Next Week - The Library 2.0 "Emerging Technology" Mini-Conference - All Keynotes and Sessions Posted!

The Learning Revolution Has Begun

Libraries can and should be the epicenter of exploring, building and promoting these emerging techs, assuring the better futures and opportunities they offer are accessible to everyone. She is currently working on her upcoming book Libraries Supporting Online Learning: Digital Literacy, Open Access and Local Connectivity from ABC-CLIO.

article thumbnail

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

Bryan Alexander

I hoped to move on from there to what I called “approaches”, ways of using tech that didn’t depend on a specific platform – i.e., gaming and gamification, blended learning, distance learning, MOOCs, mobile, and digital literacy. The other spoke of access, public financing, inequalities.

article thumbnail

Learning Revolution Free PD - Two Great Library Events - GlobalEdCon Deadline - UNC's Amazing World View

The Learning Revolution Has Begun

The themes are: Increasing Access and Discovery Opportunities; Emphasis on Mobile; Content Management and Technical Infrastructure; and Rethinking the Roles and Relationships of Librarians. Close to 40 presentations in four different strands: Stories for Learning, Games and Gamification, Passion-Driven Learning and STEAM.

article thumbnail

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

TeachThought - Learn better.

Gamification. An acronym for Massively Open Online Course, a digital course that allows asynchronous access to content. Mobile Learning. Learning can unfold in a variety of ways: people can use mobile devices to access educational resources, connect with others, or create content, both inside and outside classrooms.