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Innovation In E-learning In The Last 10 Years

EdTech4Beginners

Massive Open Online Courses (MOOC). MOOC is not a new concept in the e-learning industry. Many prestigious universities such as Harvard offers MOOC at minimal or no cost. MOOC also offers group collaboration and feedback through online evaluation. Gamification in the Learning Process.

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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. As the conversation continued, Joosten discussed the importance of design in online course development, a primary finding in the scan.

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New Teachers Won’t Save Us

The Thinking Stick

But student-teachers report that their tech training focuses only on simple management tools. Those are the writing tools of today and of the future. Are they studying new approaches to learning such as gamification and reverse instruction. Blogs, Tweets, Status Updates, images and videos.

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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. The 2016 learner is a digital native with far more technological resources at their disposal than ever before.

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50 Alternatives To Lecturing

TeachThought - Learn better.

Explaining an idea verbally, especially if being done to clarify a context or history of circumstance–can be a powerful tool if used expertly. If you look at this list as a whole, it’s clear education is either changing, or has a slew of tools it’s ignoring in not changing. Gamified learning (gamification).

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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. Gaming and gamification should continue to attract experimental and creative faculty, plus allied staff, but that looks like a very slow growth area for now. post-2001) web.

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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.). I, holed up against storms in a remote location, could only participate via Twitter.