Remove Gamification Remove Learning Analytics Remove Mobility Remove Online Learning
article thumbnail

10 Steps to Create Interactive K12 Learning Modules

Kitaboo on EdTech

Understand Your Audience The end-user of your learning module is quite obviously the student. Gamify the Learning Experience Who doesn’t enjoy a good game? Gamification of the learning experience is a process by which you incorporate game-like elements into your learning module. More so when you’re a K12 student.

eBook 52
article thumbnail

It’s 2020: Have Digital Learning Innovations Trends Changed?

Edsurge

The Online Learning Consortium (OLC), one of the 12 partner organizations of Every Learner Everywhere, was charged with identifying and understanding innovations in the digital education landscape.

Trends 194
Insiders

Sign Up for our Newsletter

This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

article thumbnail

Trends to watch in 2015: education and technology

Bryan Alexander

Online learning, or the teaching formerly knows as “distance learning” Will this keep growing? Skepticism about the quality of online learning could migrate to the general population. Mobile : as humanity continues to migrate ever-increasing swathes of life into handhelds, educators slowly follow suit.

Trends 40
article thumbnail

8 Trends in Education Technology That Will Have A Major Impact

Kitaboo on EdTech

Mobile-based devices have taken learning outside of the classroom. With mLearning and eLearning growing in popularity, students can learn at their own pace and time. Designing mobile-first responsive content helps students to go through their courses anytime and anywhere. Social Media in Learning. Download Now!

Trends 111