Remove Common Core Remove Data Remove Gamification Remove MOOC
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The Business of 'Ed-Tech Trends'

Hack Education

.” She posits gaming as the new site for “modern learning,” with an emphasis on skills training and data-driven self-improvement. How accurate is her data? (I’d You can find more data about “the business of ed-tech” – from 2017 and from previous years – on funding.hackeducation.com.

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

TeachThought - Learn better.

ABL pedagogy aims to enrich students’ academic experience and learning outcomes by connecting theory with practice, and concepts with methods, using data and insight they obtain through engagement with the larger world.” Gamification. Common Core) for individual students. ” (1). The study of teaching adults.

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

NeverEndingSearch

You may remember Stanford History Education Group (SHEG) for its groundbreaking and utterly depressing report, Evaluating Information: The Cornerstone of Online Civic Reasoning. In the November 2016 Executive Summary , the researchers shared: When thousands of students respond to dozens of tasks there are endless variations.

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Education Technology and Data Insecurity

Hack Education

Always eager to associate itself with the latest tech craze, education technology embraced Pokémon Go with great gusto: “ Why Pokemon Go shows the future of learning gamification.” Many students cannot afford the heavy data usage required by geofencing apps, for starters. Surveillance starts early.

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