Remove Gamification Remove Mobility Remove OER Remove Training
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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. Gamification in the Learning Process. Open Education Resources (OER).

MOOC 127
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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 204
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Self-Paced E-Learning Market Evaporating, Report Finds

Marketplace K-12

The report defines self-paced courseware as being accessed on a desktop or laptop and spanning the K-12, higher education, corporate training, and privately marketed software (such as that produced by language-learning company Rosetta Stone) sectors. market is the trend toward open and free educational resources, or OER. Since the U.S.

Report 70
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Digital learning futures

Learning with 'e's

During my talk, I discussed a number of possible scenarios that might result when wholesale adoption of digital technologies occurs in education and training.