Remove Gamification Remove Mobility Remove MOOC Remove Social Media
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Trends to watch in 2015: education and technology

Bryan Alexander

And the MOOC numbers look like they’re rising. Unless the worm turns globally, I’d expect planet MOOC to keep growing in 2016. Mobile : as humanity continues to migrate ever-increasing swathes of life into handhelds, educators slowly follow suit. Social media is something higher ed is ambivalent about.

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

The Learning Revolution Has Begun

Participants are encouraged to use #library2019 and #libraryemergingtech on their social media posts leading up to and during the event. 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.

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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.). Online learning is on the rise.

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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.

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

NeverEndingSearch

Claims on Social Media : Students consider the sources of a tweet and the information contained in it in order to describe what makes it both a useful and not useful source of information. Social Media Video : Students watch an online video and identify its strengths and weaknesses.

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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). Social media: various projects making use of it, including having students write to Twitter in a new language, or inviting Chinese students in another country to use WeChat to improve their morale.

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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.

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