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Innovation In E-learning In The Last 10 Years

EdTech4Beginners

Gamification in the Learning Process. Gamification means integrating game mechanics and learning content together to retain and improve skills of a person using it. Millenials are inclined towards using a mobile device which gives support to gamification as an e-learning innovation. Learning Management System (LMS).

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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 200
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Self-Paced E-Learning Market Evaporating, Report Finds

Marketplace K-12

market is the trend toward open and free educational resources, or OER. Similarly, the trend toward OER and greater competition among vendors is also expected to negatively impact the LMS market. Similarly, the trend toward OER and greater competition among vendors is also expected to negatively impact the LMS market.

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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.). Several participants pointed out limitations on faculty time which block creation and even adoption of OER.

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Highlights From a Year of Tracking Future Trends in Education

Edsurge

I was also surprised to see so little development in gaming and gamification within education this past year. Second, expect more development of the effort to build a new virtual learning environment ecosystem to rethink the LMS, through a project called Next Generation Digital Learning Environment (NGDLE).

Trends 119
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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. In the November 2016 Executive Summary , the researchers shared: When thousands of students respond to dozens of tasks there are endless variations.