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It’s 2020: Have Digital Learning Innovations Trends Changed?

Edsurge

In early 2017, organizations that have focused on digital learning came together to better leverage their strengths and capacities for a common goal: improving student success. The first goal was to create an environmental scan of the digital learning environment in higher education with a focus on adaptive technology.

Trends 190
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Meet the CYPHER LEARNING team at Bett 2022

Neo LMS

This event also celebrates the best edtech in the industry by hosting the Bett Awards. We’re honored that CYPHER LEARNING’s NEO is a finalist for the Higher Education – Digital Learning Product category. Find CYPHER LEARNING at Bett 2022.

Meeting 323
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Top e-learning trends to keep an eye on in 2020

Neo LMS

If e-learning came to life as a method to augment face-to-face learning, it is now an approach to education that is bigger than the traditional method it was meant to support. Learning and teaching through an online medium has become very popular over the last years and there are no signs of slowing down. Game-based learning.

Trends 368
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Nothing but Winning—EdTech Honors announced by eSchool, IEI, and Classlink

eSchool News

The Supes’ Choice Awards honor the most innovative education products and solutions, and are the only education industry awards judged exclusively by school district superintendents. All of us at ClassLink are deeply honored to witness the inventive applications of our Analytics tools by the showcased winners.

EdTech 92
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7 Edtech Trends to Watch in 2022: a Startup Guide for Entrepreneurs

Edsurge

Game-based learning is transforming how students learn Integrating game-based solutions into the learning experience through the use of tablets, laptops and virtual reality (VR) can increase engagement and result in positive learning outcomes.

EdTech 218
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Why your young students love e-learning

Neo LMS

Students are particularly excited about all of the new possibilities digital learning can offer. Why do kids love e-learning? Teachers use videos not only to stimulate class discussions, but also to provide a real world context for the academic learning content. E-learning lets them play.

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New ‘Horizon Report’ Looks Back on What Past Predictions Got Wrong

Edsurge

Remember the hype around gamification? It led the Horizon Report, an annual attempt by a panel of experts to forecast educational trends, to predict in 2012 that gamification would be a major force in education within three years. But here we are in 2019, and people aren’t talking much about gamification in education.

Report 123