Innovation In E-learning In The Last 10 Years


Gamification in the Learning Process. Gamification means integrating game mechanics and learning content together to retain and improve skills of a person using it. Millenials are inclined towards using a mobile device which gives support to gamification as an e-learning innovation. Open Education Resources (OER). A good example of this would be the usage of OERs by Sky Customer Service to train their employees. education edtech innovation teaching

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Self-Paced E-Learning Market Evaporating, Report Finds

Marketplace K-12

market is the trend toward open and free educational resources, or OER. Similarly, the trend toward OER and greater competition among vendors is also expected to negatively impact the LMS market. Marketplace K-12 digital content digital curricula edtech eLearning gamification gamified market mobileBy guest blogger Leo Doran.

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Unlocking the Gate to Better Learning

EdNews Daily

But gamification does not mean the learning is less rigorous; it is just different. Confusion about quality and actual rigor are added by the OER preferential language of both the federal government and the states. Digital Learning Featured Technology EdTech LeiLani CauthenBy LeiLani Cauthen. To “ungate” in software is to allow a user to proceed to the next level or into a new section.

Highlights From a Year of Tracking Future Trends in Education


Related to this development was the rise of what I think of as Social Justice Edtech. I was also surprised to see so little development in gaming and gamification within education this past year. These edtech approaches received both buzz and practice over the past decade, but no longer seem to win attention in media and at conferences. Lastly, I forecast continued incremental growth of open educational resources (OER) and open access in scholarly publication.

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Looking backward and forward

Kathy Schrock

This is not just a technology experience, but the online collaboration and sharing among the many educators using creating these immersive learning games qualifies this item for a 2016 edtech trend in the classroom. The lesson I learned with Pokemon Go is not that gaming and gamification are essential to learning.