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Innovation In E-learning In The Last 10 Years

EdTech4Beginners

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. Anyone can access these courses and there is no minimum qualification to take them. Gamification in the Learning Process.

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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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Your midsummer ed-tech check-in

eSchool News

OER meets iPads in this district. For students at Central Valley middle and high schools, accessing classroom lessons rarely involves opening a book. Believe it or not, writing is a natural fit for gamification techniques. Teaching for the 21st century looks a lot different. 5 ways to gamify writing in the classroom.

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Further reflections on EDUCAUSE 2015

Bryan Alexander

Many quiet signs of OER. ” 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. The Sydney-led BEST Network is an example of this, as is the very interesting Smart Sparrow (I hope to blog more about them later on). Thank you!)

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. Since the U.S.

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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.

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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. This is where the past is still holding us back.

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