article thumbnail

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

Edsurge

The primary trends identified by the team were: adaptive learning, open education resources (OER), gamification and game-based learning, MOOCs, LMS and interoperability, mobile devices, and design. Perhaps Every Learner Everywhere, with their focus on adaptive learning for student success, will be able to fill that need.

Trends 191
article thumbnail

Learning Revolution Free PD - Two Great Library Events - GlobalEdCon Deadline - UNC's Amazing World View

The Learning Revolution Has Begun

In this half-day event, library professionals, educators, and thought leaders will explore four major themes from the NMC Horizon Report > 2014 Library Edition , which was downloaded over 1 million times in the first eight days after publication! The conference is asynchronous, so you don''t need to worry about time zones.

Insiders

Sign Up for our Newsletter

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

article thumbnail

A true gift from SHEG: DIY digital literacy assessments and tools for historical thinking

NeverEndingSearch

The free assessments include Google Docs assessments to copy and digital rubrics to download. Using everyday digital content, the COR paper and online assessments directly connect to the questions posed in SHEG’s study and engage learners in credibility decision-making around three COR Competencies: Who’s behind the information?

article thumbnail

International ed tech and pedagogical projects: notes from INTED 2017

Bryan Alexander

Gaming: many examples of people using games for learning, or gamification for public good (public health, for one). MOOCs: simply present in the ed tech space, without the hype crash America experienced. The center is a small hard drive, crammed with math content and a Wikipedia download, plus a WiFi dongle. So many trends.

MOOC 42
article thumbnail

Education Technology and Data Insecurity

Hack Education

The game was launched in July and despite mixed reviews, was downloaded some 10 million times the first week it was released. Always eager to associate itself with the latest tech craze, education technology embraced Pokémon Go with great gusto: “ Why Pokemon Go shows the future of learning gamification.”

Data 40