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Innovation In E-learning In The Last 10 Years

EdTech4Beginners

According to a Google report , almost 80% people don’t exit their homes sans smartphones. Gamification in the Learning Process. Gamification means integrating game mechanics and learning content together to retain and improve skills of a person using it. Open Education Resources (OER). Wearable E-Learning Gadgets.

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Looking backward and forward

Kathy Schrock

VIRTUAL REALITY Virtual reality hit the educational community in 2016 with the release of the low-cost 360° cameras (like the Ricoh Theta series) and the prominent use of Google Cardboard headsets for classroom use. The lesson I learned with Pokemon Go is not that gaming and gamification are essential to learning.

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Four game changers

Learning with 'e's

To help achieve this vision, Mackintosh is setting up the OER University and is evangelistic in his elucidation of this concept. Mackintosh believes that 'no learner should be denied access to an education because learning material is locked away behind copyright or because people may not have the resources to pay for licensed software'.

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