Innovation In E-learning In The Last 10 Years

EdTech4Beginners

Let’s take a look at the some of the innovation in E-learning industry in the last 10 years: The Usage of Smartphones. Smartphones have become an essential part of our lives. According to a Google report , almost 80% people don’t exit their homes sans smartphones. 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).

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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. From ancient gurukuls to blackboards to Virtual Reality headsets, the way education has been imparted has transformed drastically over the last few decades.

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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). MOOCs: simply present in the ed tech space, without the hype crash America experienced. Plotagon is easy, and the students used their smartphones.

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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. Many universities, like Stanford, have caught on to that trend and are already offering courses and degrees in gamification. The most common device among students is the smartphone.

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

TeachThought - Learn better.

” BYOD programs allow students to use their own technology (usually smartphone or tablet) in a classroom. Gamification. Learning Models, Theories, and Technology: A Dictionary For 21st Century Teachers. by Terry Heick and TeachThought Staff.