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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. Massive Open Online Courses (MOOC). MOOC is not a new concept in the e-learning industry.

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

The Learning Revolution Has Begun

His research into technology-enhanced learning has led to many software development projects within library settings and provides unique insights into new student’s expectations and needs and helps inform the work that he does as the Orientation Services and Environments Librarian for undergraduate students at the University of Illinois.

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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. But participants were very, very engaged from the start.

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

TeachThought - Learn better.

Gamification. A collection of software bundled by Google that is available on a subscription model for schools and classroom. Mobile Learning. 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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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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