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. That was certainly the case in our experience.

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. Massive Open Online Courses (MOOC). Gamification in the Learning Process.

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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.

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50 Alternatives To Lecturing

TeachThought - Learn better.

We were going to include several videos and frameworks, but that makes the post clumsy and slow-loading on smaller mobile devices. Mobile learning. Gamified learning (gamification). Self-guided MOOC. Traditional MOOC. 50 Alternatives To Lecturing. by TeachThought Staff.

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Disruptive technologies in Education industry

EdSense

Gamification. Minecraft, Mathletics are some of the popular gamification apps that are in use across many schools. Many mobile educational AR apps are being developed which is especially useful in a country like India which has around 29 million smart phone users already. Need for Integrated solution : The digitalization in the education sector is fragmented and predominantly limited to Supplemental interactive content, ERPs, GPS tracking, MOOCs or smart class boards.

10 Experts’ Predictions for Education and Technology in 2016

GoConqr

One of the biggest EdTech trends in 2016 and for the years to follow will be gamification. Gamification will provide the necessary motivation, engage learners, and bring back the fun element in the learning process. Many universities, like Stanford, have caught on to that trend and are already offering courses and degrees in gamification. Mobile learning. It is therefore important that eLearning content is mobile supported.

Next Week - The Library 2.0 "Emerging Technology" Mini-Conference - All Keynotes and Sessions Posted!

The Learning Revolution Has Begun

She is the author of two books, Understanding Gamification and Library Mobile Experience: Practices and User Expectations and the founding editor of ACRL TechConnect Blog. In Fall 2014 she led a MOOC, The Emerging Future: Technology Issues and Trends, that attracted over 1700 global participants. More information about the MOOC can be found on the iSchool website or the MOOC repository.

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

TeachThought - Learn better.

Gamification. Mobile Learning. The United Nations defines mobile learning as “Mobile learning involves the use of mobile technology, either alone or in combination with other information and communication technology (ICT), to enable learning anytime and anywhere. Learning can unfold in a variety of ways: people can use mobile devices to access educational resources, connect with others, or create content, both inside and outside classrooms.

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

Bryan Alexander

I hoped to move on from there to what I called “approaches”, ways of using tech that didn’t depend on a specific platform – i.e., gaming and gamification, blended learning, distance learning, MOOCs, mobile, and digital literacy. There were discussions of using MOOCs on liberal arts campuses and developing distance learning programs for outreach or to make up for enrollment shortfalls.

International ed tech and pedagogical projects: notes from INTED 2017

Bryan Alexander

Gaming: many examples of people using games for learning, or gamification for public good (public health, for one). MOOCs: simply present in the ed tech space, without the hype crash America experienced. Interesting studies and projects, from using MOOCs on mobile devices to former colonies accessing courses created by their prior colonizers. Mobile: as usual, pretty much every country is in advance of what American education is doing.

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Learning Revolution Free PD - Two Great Library Events - GlobalEdCon Deadline - UNC's Amazing World View

The Learning Revolution Has Begun

The themes are: Increasing Access and Discovery Opportunities; Emphasis on Mobile; Content Management and Technical Infrastructure; and Rethinking the Roles and Relationships of Librarians. Close to 40 presentations in four different strands: Stories for Learning, Games and Gamification, Passion-Driven Learning and STEAM. The Learning Revolution Weekly Update October 29th, 2014 Teaching is not just a job. It is a human service and it must be thought of as a mission. -

The Business of 'Ed-Tech Trends'

Hack Education

Among the major trends Meeker identified for 2017: mobile advertising, gaming, and healthcare. There are, after all, only so many times you can put “mobile” on your list of “what’s on the horizon” before folks begin to suspect your insights might not be that… insightful.

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. This is part eight of my annual review of the year in ed-tech.

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