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Innovation In E-learning In The Last 10 Years

EdTech4Beginners

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).

MOOC 127
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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. Since the U.S.

Report 70
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Unlocking the Gate to Better Learning

EdNews Daily

To “ungate” in software is to allow a user to proceed to the next level or into a new section. In some software, gating is a way for teachers to lever up or hold back individual students so that they can surge forward if they are high achievers or remain with a group. By LeiLani Cauthen. Imagine that.

Learning 100
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Digital Courseware or ePUB – Which is the Future of Higher Education?

Kitaboo on EdTech

Higher education is going through a massive transformation thanks to the adoption of new technologies like mobile learning , gamification and digital courseware. In its simplest form, digital courseware refers to the curriculum delivered through customized software to facilitate teaching and learning.

eBook 98
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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.