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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. To those working in higher education, some of the trends presented by the team may not have come as a surprise.

Trends 201
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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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The Business of 'Ed-Tech Trends'

Hack Education

This is part eleven of my annual look at the year’s “ top ed-tech stories ” In May, venture capitalist and former securities analyst Mary Meeker released her annual “Internet Trends” report. Among the major trends Meeker identified for 2017: mobile advertising, gaming, and healthcare. ” he asks.

Trends 56
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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 #3: Don’t chase trends. Lesson learned #4: Don’t pursue every industry standard.

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 #3: Don’t chase trends. Lesson learned #4: Don’t pursue every industry standard.

EdTech 40
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A Dictionary For 21st Century Teachers: Learning Models & Technology

TeachThought - Learn better.

Purpose: Improving our chance for a common language in discussing existing and emerging learning trends, model, and technology in hopes of innovation in classrooms, and collectively, education at large. Gamification. Audience: K-12 & higher ed educators, researchers, institutions, and organizations globally. ” (3).

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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.