A true gift from SHEG: DIY digital literacy assessments and tools for historical thinking


You may remember Stanford History Education Group (SHEG) for its groundbreaking and utterly depressing report, Evaluating Information: The Cornerstone of Online Civic Reasoning.

And the top e-learning trends for 2016 are.


It was the age where almost everyone owned a smartphone - whether it was Android, Apple or Windows Phone. Second, the introduction of gamification. Initially thought by some experts and even teachers as a gimmick , gamification quickly caught the interest of the ed tech world, because the best way to teach students is to play games. It’s December, it’s almost the end of the year and it's time to talk about the 2016 e-learning trends.

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Accessible from any computer, tablet, or smartphone, ClassLink is ideal for 1:1 and Bring Your Own Device (BYOD) initiatives. With a built-in ARM quad-core processor and an Android 5.0 Tech & Learning has announced the winners of the TCEA Best of Show Awards.

Resources from Miami Device

Learning in Hand

Using gamification, the most motivational aspects of games in non-game settings, has changed the game of school. Bring It On: BYOD/1:1 Activities That Work by Janet Corder and Joan Gore Your school has adopted a BYOD or 1:1 program, so what meaningful activities can students engage in?