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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. Unstable Economies Impact E-Learning Market. One headwind specific to the U.S.

Report 70
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5 Ways Video Games Transform Learning and Prepare Students for Tomorrow's Jobs

Edsurge

Here are some key insights we’ve gathered about the ways video games foster learning: 1. Games Fulfill Core Psychological Needs Incorporating gaming into education doesn’t necessarily mean more screen time. Attend our ISTE 2018 session to learn about gamifying Google Classroom. Visit Classcraft at ISTE Booth #970.

Video 135