Remove Document Remove Education Remove Gamification Remove Mobile Learning
article thumbnail

The Future of eLearning - 10 Trends To Be Aware Of

ViewSonic Education

Dusty blackboards, smudged overhead projectors, and over saturated photocopies - Surely this sounds like many people’s education experience. For those who don’t know what it is, eLearning refers to learning that utilizes electronic means to create a more dynamic and instructive learning environment. Video learning.

Trends 397
article thumbnail

How Can Technology Help Improve Teaching Efficacy in a Classroom?

Kitaboo on EdTech

With EdTech gaining ground, educational institutions, including schools and higher education institutions are increasingly leveraging the advances in technology to support their classrooms. The constantly growing needs of the education sector have added to the pressures of teaching.

Insiders

Sign Up for our Newsletter

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

article thumbnail

Innovation In E-learning In The Last 10 Years

EdTech4Beginners

Let’s take a look at the some of the innovation in E-learning industry in the last 10 years: The Usage of Smartphones. Using mobile for educational purposes is a slightly new concept. However, it has taken the e-learning industry by storm. MOOC is not a new concept in the e-learning industry.

MOOC 127
article thumbnail

How is mobile learning evolving in the digital world?

Kitaboo on EdTech

With smartphones becoming the device of choice to consume content, they are being increasingly leveraged to deliver online educational courses by schools and colleges, and learning and development training by the corporate sector. In other words, mobile learning supports eLearning and classroom teaching.

article thumbnail

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. market is the trend toward open and free educational resources, or OER.

Report 70
article thumbnail

Resources from Miami Device

Learning in Hand

I had a great time encouraging educators to give students as much ownership over their devices and learning as possible. Contrary to popular belief, you do not have to be an artist to sketchnote and to take advantage of a different type of learning and making content connections beyond conference keynotes. A massive online game?

article thumbnail

A Dictionary For 21st Century Teachers: Learning Models & Technology

TeachThought - Learn better.

Purpose: Improving our chance for a common language in discussing existing and emerging learning trends, model, and technology in hopes of innovation in classrooms, and collectively, education at large. Audience: K-12 & higher ed educators, researchers, institutions, and organizations globally. Gamification.