#CUE17- The Game

CUE

OER Playground (New!). Connected Educator CUE Conference badging CUE 2017 National Conference gamificationFor the past few years, I’ve had the pleasure and honor of working on CUE conferences, mostly from afar at my homebase outside of Chicago, Illinois. My role has been to monitor social media, contribute to virtual conversations, and share ideas and resources with the #notatcue folks who are participating from a distance.

A true gift from SHEG: DIY digital literacy assessments and tools for historical thinking

NeverEndingSearch

You may remember Stanford History Education Group (SHEG) for its groundbreaking and utterly depressing report, Evaluating Information: The Cornerstone of Online Civic Reasoning. In the November 2016 Executive Summary , the researchers shared: When thousands of students respond to dozens of tasks there are endless variations. That was certainly the case in our experience.

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Innovation In E-learning In The Last 10 Years

EdTech4Beginners

Gamification in the Learning Process. Gamification means integrating game mechanics and learning content together to retain and improve skills of a person using it. Millenials are inclined towards using a mobile device which gives support to gamification as an e-learning innovation. Open Education Resources (OER). A good example of this would be the usage of OERs by Sky Customer Service to train their employees.

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Self-Paced E-Learning Market Evaporating, Report Finds

Marketplace K-12

market is the trend toward open and free educational resources, or OER. Similarly, the trend toward OER and greater competition among vendors is also expected to negatively impact the LMS market. Marketplace K-12 digital content digital curricula edtech eLearning gamification gamified market mobileBy guest blogger Leo Doran.

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Digital learning futures

Learning with 'e's

I touched on personal learning networks, mobile technologies, games and gamification, the use of social media in learning, the role of user generated content, the phenomenon of ubiquitous connection, and technological convergence. OER social media Learning Technologies Conference mobile learning touch screens Games based learning

Four game changers

Learning with 'e's

To help achieve this vision, Mackintosh is setting up the OER University and is evangelistic in his elucidation of this concept. There is growing presence and force behind this vision, and as the OER movement gains traction and impetus, we should expect to see some changes in the way universities offer their programmes of study. OER computer games social media OLPCIt was great to meet and talk with some very creative and inspirational people during my travels in 2011.

Your midsummer ed-tech check-in

eSchool News

OER meets iPads in this district. Believe it or not, writing is a natural fit for gamification techniques. Catch up on the most compelling K-12 news stories you may have missed this week. Every Friday, I’ll recap some of the most interesting and thought-provoking news developments that occurred over the week. I can’t fit all of this week’s news stories here, though, so feel free to visit eSchoolNews.com and read up on other news you may have missed.

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Further reflections on EDUCAUSE 2015

Bryan Alexander

Many quiet signs of OER. More talk of gamification, not so much about games. Last week was the major EDUCAUSE annual conference. I already shared materials and thoughts from my various presentations and events. Here I’d like to offer some more observations. And they aren’t in any particular order. They are also personal reflections, since the even was HUGE, hosting around 7000 people, and I’m just one person. Etextbooks were fairly present.

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Unlocking the Gate to Better Learning

EdNews Daily

But gamification does not mean the learning is less rigorous; it is just different. Confusion about quality and actual rigor are added by the OER preferential language of both the federal government and the states. By LeiLani Cauthen. To “ungate” in software is to allow a user to proceed to the next level or into a new section.

5 Ways Video Games Transform Learning and Prepare Students for Tomorrow's Jobs

Edsurge

Gamification —borrowing the motivating principles from games and applying them to a non-game setting—can rewire and bolster social dynamics in the classroom when properly implemented. Learn more about gaming while at ISTE—and beyond: Book a meeting at ISTE 2018 to learn about Classcraft’s Engagement Management System for schools and districts, and the Quests Marketplace featuring partners like Google Education, Discovery Educator Network, Newsela, LRNG, Breakout EDU and OER Commons.

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Digital Courseware or ePUB – Which is the Future of Higher Education?

Kitaboo on EdTech

Higher education is going through a massive transformation thanks to the adoption of new technologies like mobile learning , gamification and digital courseware. Gamification and Simulations – Gamification and simulation solutions go a long way to encourage engagement and collaboration.

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Inspiring Students: Bringing Awe Back to Learning

A Principal's Reflections

Some examples include augmented reality, virtual reality, open education resources (OER), adaptive tools, coding, drones/robotics, and gamification. Awe might seem like just another three-letter word, but it is so much more. A recent New York Times article detailed how humans can get goose bumps when we experience awe, that often-positive feeling of being in the presence of something vast that transcends our understanding of the world.

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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. Several participants pointed out limitations on faculty time which block creation and even adoption of OER. Last week I participated in the American Association of Colleges and Universities (AAC&U) 2016 conference.

Highlights From a Year of Tracking Future Trends in Education

Edsurge

I was also surprised to see so little development in gaming and gamification within education this past year. Lastly, I forecast continued incremental growth of open educational resources (OER) and open access in scholarly publication. If we look back on 2017 in educational technology, some of the biggest surprises were political and cultural. The first is the spread of free public-university tuition programs in American cities and states.

Looking backward and forward

Kathy Schrock

The lesson I learned with Pokemon Go is not that gaming and gamification are essential to learning. LOOKING FORWARD I could go on and on with the trends that I have become excited about in 2016– coding , sketchnoting , Open Education Resources (OER) , and design thinking are others that come to mind.

The 2013 Reform Symposium This Week - Online, Free, and with Amazing Speakers and Presenters

The Learning Revolution Has Begun

The fourth annual Reform Symposium Free Online Conference (RSCON) starts this Friday, October 11th, running for three days and in conjunction with Connected Educator Month. It''s an online global event highlighting “wow” moments in teaching and learning , and the entire conference will be held online using the Blackboard Collaborate webinar platform, running out of my FutureofEducation.com community.