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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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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. So what do we do with the results of this research?

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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. Mobile learning. It is therefore important that eLearning content is mobile supported.

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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.

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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.

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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. ” Game-Based Learning. Genius Hour.

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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. Kaltura (video) – $166.1

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