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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).

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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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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. Here are some key insights we’ve gathered about the ways video games foster learning: 1. Visit Classcraft at ISTE Booth #970.

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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. Every new teacher should be able to answer these 7 questions. Teaching for the 21st century looks a lot different. Here’s what admins — and teachers — need to know for job interviews and beyond.

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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. The Sydney-led BEST Network is an example of this, as is the very interesting Smart Sparrow (I hope to blog more about them later on). This might complement, but is different from data analytics. Not all the way, but watch this trend. Who was there?

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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. One headwind specific to the U.S. Since the U.S.

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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.