Remove Accessibility Remove Gamification Remove OER Remove Software
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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.

MOOC 127
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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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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

To “ungate” in software is to allow a user to proceed to the next level or into a new section. In some software, gating is a way for teachers to lever up or hold back individual students so that they can surge forward if they are high achievers or remain with a group. By LeiLani Cauthen. Imagine that.

Learning 100
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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.

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. But it is not just the hardware and software improvements of the Chromebook that have made it a choice for many schools. I recommend a mix of devices in a school setting so students and teachers have access to the best tool for the job!

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Four game changers

Learning with 'e's

To help achieve this vision, Mackintosh is setting up the OER University and is evangelistic in his elucidation of this concept. Mackintosh believes that 'no learner should be denied access to an education because learning material is locked away behind copyright or because people may not have the resources to pay for licensed software'.

OER 53