Top 5 things to consider when designing an LMS

Neo LMS

In a previous post I talked about why should schools focus on visual elements and user experience instead of features when selecting an LMS. Even if there are schools that want their LMS to be as intuitive and engaging as possible, they might have some trouble finding one.

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Make your LMS a social learning platform

Ask a Tech Teacher

Vivek Singh, education professional and contributor to Ask a Tech Teacher, has some interesting ideas on using your native LMS as a social learning platform. What makes your LMS a social learning platform? Gamification and Virtual Reality.

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Must-have features in any LMS

Neo LMS

Learning platforms features are standardized because users expect each platform to have the same basic features, such as integrating a school’s grading system in the LMS. So what are these features that any LMS should have? Mobile apps and/or responsive design It’s standard nowadays for any platform to have an app that’s downloadable from the major app stores. Gamification So ubiquitous and redundant, but every LMS should have some sort of gamification.

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Is a learning portal different from an LMS?

Neo LMS

Likewise, a modern LMS comes with a comprehensive set of features: a sleek user interface, content authoring tools, gamification, 10+ types of assignments, collaboration tools, translation tools, integrations with other systems, reporting tools, mobile apps, etc.,

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6 eLearning Trends in Custom eLearning Solutions

Towards the future of the LMS: to Moodle and beyond

Bryan Alexander

Ah, the learning management system ( LMS ) ( VLE to some people). Two weeks ago we had LMS guru Phil Hill as a guest on the Future Trends Forum, exploring current trends in depth. How does he see the overall LMS domain changing? education and technology Future Trends Forum LMS

5 Tips on how to gamify your classroom

Neo LMS

After exploring why educators should include gamification techniques in their classrooms and a few principles of gamification they can follow in order to do that, I promised a few tips on how to do it exactly. Implementing gamification in learning activities is not a game play.

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Why your young students love e-learning

Neo LMS

An LMS with social media-like features and integrations with social sites will surely keep more students logged in and active during an online lesson. An LMS is the perfect tool for gamifying learning content. Gamification is all about data. E-learning is mobile.

A true gift from SHEG: DIY digital literacy assessments and tools for historical thinking

NeverEndingSearch

You may remember Stanford History Education Group (SHEG) for its groundbreaking and utterly depressing report, Evaluating Information: The Cornerstone of Online Civic Reasoning.

Smartphones in the classroom: friend or foe?

Neo LMS

The combination of students and mobile devices in the classroom has long been a debate topic among education professionals. The use of mobile devices during classes is often regarded as an element of distraction for students. Gamification Higher Ed Students

The Future of eLearning - 10 Trends To Be Aware Of

ViewSonic Education

Gamification. Referred to as gamification, or game-based learning, this facet of eLearning attempts to make education fun! Moreover, when it comes to the somewhat impersonal nature of eLearning in particular, gamification of the industry is not just welcomed, it’s ideal.

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Self-Paced E-Learning Market Evaporating, Report Finds

Marketplace K-12

However, sales of mobile learning, simulation-based learning, game-based learning, and “brain-training” software are all on the rise. Similarly, the trend toward OER and greater competition among vendors is also expected to negatively impact the LMS market.

Anniversary edition: Top 10 posts of the NEO Blog

Neo LMS

From well-known subjects of education technology, like BYOD and gamification, to technical aspects regarding school LMSs, to trying to guess the future, the NEO Blog covered it all in its rather short existence. Gamification in the classroom: small changes and big results.

Innovation In E-learning In The Last 10 Years

EdTech4Beginners

Using mobile for educational purposes is a slightly new concept. The material that is available for e-learning on a mobile device is specifically designed by expert instructional designers to make it compatible with a small screen. 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. Gamification in the Learning Process. Learning Management System (LMS).

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Are You Prepared For The Future Of Social Learning?

TeachThought - Learn better.

Is your Learning Management System (“LMS”) Social Learning Friendly? In many cases Learning Management Systems (LMS) are either restricted to automating formal learning, or only add in a few social media tools to round off their delivery model.

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WHAT’S NEW: NEW TOOLS FOR SCHOOLS

techlearning

Blackboard Ally is an accessibility solution that helps make digital class content in a learning management system (LMS) more accessible for all learners. CYPHER LEARNING NEO LMS ( www.cypherlearning.com ) CYPHER LEARNING announced the launch of the Windows app for its product NEO LMS.

What’s New: New Tools for Schools

techlearning

COLLABORATE Space provides persistent space to store messages, documents, whiteboards, recordings, meeting minutes, or anything else exchanged on a specific topic or project during a call or meeting at anytime, and is accessible from any device, whether it be a mobile, desktop, or room appliance.

Trends to watch in 2015: education and technology

Bryan Alexander

Mobile : as humanity continues to migrate ever-increasing swathes of life into handhelds, educators slowly follow suit. Let’s see if higher ed figures out mobile-first design, as ELI recommends. The LMS A few themes: first, LMSes trying to resemble the modern (i.e.,

Storms over liberal education: notes on the 2016 AAC&U conference

Bryan Alexander

I kicked things off with a survey of major technological developments in a very top level way, then dived into specific, currently used digital tools (the LMS, ePortfolios, video, robotics, big data, social media, 3d printing, etc.).

Education Technology and Data Insecurity

Hack Education

Pokémon Go, a free augmented reality game developed by Niantic (a company spun out of Google in 2015), became the most popular mobile game in US history this year. Pokémon Go generated more than $160 million by the end of July, hitting $600 million in revenue within its first 90 days on the market – the fastest mobile game to do so. Instructure, for example, undertook its fifth annual security audit this year to identify possible vulnerabilities in its LMS Canvas.

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