Remove Accessibility Remove Gamification Remove MOOC Remove Smartphone
article thumbnail

Innovation In E-learning In The Last 10 Years

EdTech4Beginners

Let’s take a look at the some of the innovation in E-learning industry in the last 10 years: The Usage of Smartphones. Smartphones have become an essential part of our lives. According to a Google report , almost 80% people don’t exit their homes sans smartphones. Massive Open Online Courses (MOOC).

MOOC 127
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. The most common device among students is the smartphone. Barbara Geyer-Hayden (MA Programme Director, Germany).

Insiders

Sign Up for our Newsletter

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

article thumbnail

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

TeachThought - Learn better.

” BYOD programs allow students to use their own technology (usually smartphone or tablet) in a classroom. Gamification. An acronym for Massively Open Online Course, a digital course that allows asynchronous access to content. The study of teaching adults. An initialism that stands for “Bring Your Own Device.”

article thumbnail

International ed tech and pedagogical projects: notes from INTED 2017

Bryan Alexander

Gaming: many examples of people using games for learning, or gamification for public good (public health, for one). MOOCs: simply present in the ed tech space, without the hype crash America experienced. Some similar problems, though, with different levels of mobile access (network and device). So many trends.

MOOC 42