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Ed Tech Vocab: Keeping Up with Trends in Education

eSpark

Gamification , one of the biggest trends in education, is the process of making learning more fun and engaging for students by reorienting lessons to feel more like games. MOOC refers to a massive online open course, a type of distance learning. This means that the course takes place online, is free, and anyone can participate.

Trends 97
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Ed Tech Vocab: Keeping Up with Trends in Education

eSpark

Gamification , one of the biggest trends in education, is the process of making learning more fun and engaging for students by reorienting lessons to feel more like games. MOOC refers to a massive online open course, a type of distance learning. This means that the course takes place online, is free, and anyone can participate.

Trends 52
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4 Important Lessons from 15 Years in EdTech

Gaggle Speaks

Collaborative Learning, 21st Century Skills; Blending Learning, Student Engagement, MOOC; Flipped Classroom; Gamification; Big Data. I constantly play contrarian with our marketing team around using the latest education lingo: Project-Based Learning; Web 2.0; The list goes on and on. We recycle all terminology and ideas.

EdTech 40
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4 Important Lessons from 15 Years in EdTech

Gaggle Speaks

Collaborative Learning, 21st Century Skills; Blending Learning, Student Engagement, MOOC; Flipped Classroom; Gamification; Big Data. I constantly play contrarian with our marketing team around using the latest education lingo: Project-Based Learning; Web 2.0; The list goes on and on. We recycle all terminology and ideas.

EdTech 40
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50 Alternatives To Lecturing

TeachThought - Learn better.

Or in a “flipped classroom” setting where the “lecture” is designed to be consumed at the student’s own pace (using viewing strategies , for example). Gamified learning (gamification). “Flipped-class” learning. Self-guided MOOC. Traditional MOOC. Reciprocal Teaching.

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10 Experts’ Predictions for Education and Technology in 2016

GoConqr

One of the biggest EdTech trends in 2016 and for the years to follow will be gamification. Gamification will provide the necessary motivation, engage learners, and bring back the fun element in the learning process. The 2016 learner is a digital native with far more technological resources at their disposal than ever before.

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

TeachThought - Learn better.

The Christensen Institute clarifies that “the Rotation model includes four sub-models: Station Rotation, Lab Rotation, Flipped Classroom, and Individual Rotation.” Flipped Classroom. Gamification. ” (3). Learning expressly through online courses and related digital resources. Genius Hour. .”