Remove Company Remove EdTech Remove Gamification Remove OER

Innovation In E-learning In The Last 10 Years

EdTech4Beginners

The new E-learning technologies keep on evolving, and a lot of companies are investing in it to yield efficient employees. Gamification in the Learning Process. Gamification means integrating game mechanics and learning content together to retain and improve skills of a person using it. Millenials are inclined towards using a mobile device which gives support to gamification as an e-learning innovation. Open Education Resources (OER).

MOOC 111

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. Adkins, the head researcher for the company and author of the report, said in a press release that “in a rapidly declining product market, there is essentially no demand for commercial market research on that product.

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

Unlocking the Gate to Better Learning

EdNews Daily

But gamification does not mean the learning is less rigorous; it is just different. This cry for trials proving rigor has prompted a response from industry in the form of multiple companies doing evaluations of products. The problem with some of these evaluations is they are mere commercial labels placed for the benefit of earning income from the company being evaluated – directly or indirectly. Digital Learning Featured Technology EdTech LeiLani Cauthen

Highlights From a Year of Tracking Future Trends in Education

Edsurge

Another surprise was a turn in public perception of giant technology companies, especially Facebook and Google, as well as Twitter and Amazon. Related to this development was the rise of what I think of as Social Justice Edtech. I was also surprised to see so little development in gaming and gamification within education this past year. Lastly, I forecast continued incremental growth of open educational resources (OER) and open access in scholarly publication.

Trends 110