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Innovation In E-learning In The Last 10 Years

EdTech4Beginners

According to a Google report , almost 80% people don’t exit their homes sans smartphones. Gamification in the Learning Process. Gamification means integrating game mechanics and learning content together to retain and improve skills of a person using it. Open Education Resources (OER).

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Self-Paced E-Learning Market Evaporating, Report Finds

Marketplace K-12

Future revenue in the $33 billion e-learning market is expected to fall precipitously in the United States and internationally, but sales of other types of digital learning products are predicted to rise, according to a market research report released recently. The free report , published by Monroe, Wash.-based Since the U.S.

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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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Storms over liberal education: notes on the 2016 AAC&U conference

Bryan Alexander

I also asked each person to specify their role concerning technology, and there were a lot of different roles: someone running a distance learning program, another in charge of a problem-based learning initiative, a prof looking for good examples of technology in liberal education, a provost to whom several tech departments reported, and more.

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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. But these are just my opinions.

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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. Comments Section : Students examine a post from a newspaper comment section and explain whether they would use it in a research report.