Remove Data Remove Gamification Remove OER Remove Robotics
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Storms over liberal education: notes on the 2016 AAC&U conference

Bryan Alexander

I kicked things off with a survey of major technological developments in a very top level way, then dived into specific, currently used digital tools (the LMS, ePortfolios, video, robotics, big data, social media, 3d printing, etc.). Discussion connected my theme with Stephen’s via arguments about sustainability.

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Inspiring Students: Bringing Awe Back to Learning

A Principal's Reflections

Data from a recent Gallop Poll shared and analyzed by Dr. Scott McLeod shows what many of us know - students are disengaged, bored, and disempowered. Some examples include augmented reality, virtual reality, open education resources (OER), adaptive tools, coding, drones/robotics, and gamification.

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Highlights From a Year of Tracking Future Trends in Education

Edsurge

Cathy O’Neil’s criticism of data analytics’ misuse resonated with a large number of people. 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.

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