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Innovation In E-learning In The Last 10 Years

EdTech4Beginners

Massive Open Online Courses (MOOC). 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. Many prestigious universities such as Harvard offers MOOC at minimal or no cost. Gamification in the Learning Process.

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Why Is Teaching So Prone to Fads?

Edsurge

A few years ago, MOOCs graced the covers of newspapers as a way to bring college to the masses on the cheap. At some point, gamification was going to be the answer. The problem is finding the will to pay for that, and to make high-quality education accessible. As Zimmerman puts it: “Better teaching costs more money.”

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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.

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New Teachers Won’t Save Us

The Thinking Stick

Are they studying new approaches to learning such as gamification and reverse instruction. Are they studying new and emerging learning theories like Connectivism that was written and has been around since 2005 and is the foundation to what MOOC s are based on. Where they might work and where they might not.

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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.

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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. The 2016 learner is a digital native with far more technological resources at their disposal than ever before.

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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.