Remove Company Remove Flipped Classroom Remove Gamification Remove MOOC

4 Important Lessons from 15 Years in EdTech

Gaggle Speaks

Almost all of those companies went out of business. Today, Gaggle provides our Safe Classroom Learning Management System and Safety Management products for Google Apps for Education or Office 365 to millions of students who are creating, collaborating and sharing in a safe environment.

EdTech 112

4 Important Lessons from 15 Years in EdTech

Gaggle Speaks

Almost all of those companies went out of business. Today, Gaggle provides our Safe Classroom Learning Management System and Safety Management products for Google Apps for Education or Office 365 to millions of students who are creating, collaborating and sharing in a safe environment.

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

10 Experts’ Predictions for Education and Technology in 2016

GoConqr

Technology and the classroom – major trends and challenges. With an increased presence of BYOD and 1:1 programs in classrooms, schools today are faced with the challenge of transforming traditional learning spaces to seamlessly connect pedagogy, technology, and space. One of the biggest EdTech trends in 2016 and for the years to follow will be gamification. Web-based classroom solutions also offer apps in most cases.

Education Technology and the Year of Wishful Thinking

Hack Education

In January, “brain-training” company Lumosity agreed to pay $2 million to settle Federal Trade Commission charges that it had deceived customers with its claims that its games improved cognitive functions. Pokemon Go : “Why Pokemon Go shows the future of learning gamification,” according to Education Dive at least. Or the flipped classroom. Or MOOCs even. ” “Visit faraway lands without leaving the classroom.”