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Innovation In E-learning In The Last 10 Years

EdTech4Beginners

Let’s take a look at the some of the innovation in E-learning industry in the last 10 years: The Usage of Smartphones. However, it has taken the e-learning industry by storm. This is the level of vitality of smartphones which makes it necessary for the e-learning industry to introduce mLearning, i.e., mobile learning on a large scale.

MOOC 127
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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.

Trends 202
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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. You may not know it, but education is a very “green” industry. Lesson learned #4: Don’t pursue every industry standard. 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. You may not know it, but education is a very “green” industry. Lesson learned #4: Don’t pursue every industry standard. The list goes on and on. We recycle all terminology and ideas.

EdTech 40
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The Business of 'Ed-Tech Trends'

Hack Education

The report is always a big deal in technology circles – “a tech industry event in its own right,” as Wired’s Steven Levy put it in 2012 – and many publications and pundits dutifully cover Meeker’s observations, often adding very little analysis of their own. ”) How accurate are her observations?

Trends 56
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A Dictionary For 21st Century Teachers: Learning Models & Technology

TeachThought - Learn better.

There is some thought that a certain percentage of instruction must be digital to qualify as “blended learning,” but there is no clear industry standard. Gamification. ” (3). Challenge-Based Learning. ” Game-Based Learning. Learning through games (from physical to digital). Genius Hour. .” ” (11).

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Education Technology and the Year of Wishful Thinking

Hack Education

“Brain-zapping” is, according to a story in The Observer this spring , a “nascent industry,” even though there’s really no evidence to support it. Pokemon Go : “Why Pokemon Go shows the future of learning gamification,” according to Education Dive at least. Or MOOCs even. No evidence.