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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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Self-Paced E-Learning Market Evaporating, Report Finds

Marketplace K-12

The report defines self-paced courseware as being accessed on a desktop or laptop and spanning the K-12, higher education, corporate training, and privately marketed software (such as that produced by language-learning company Rosetta Stone) sectors. market is the trend toward open and free educational resources, or OER. Since the U.S.

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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. But participants were very, very engaged from the start.

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Unlocking the Gate to Better Learning

EdNews Daily

To “ungate” in software is to allow a user to proceed to the next level or into a new section. In some software, gating is a way for teachers to lever up or hold back individual students so that they can surge forward if they are high achievers or remain with a group. By LeiLani Cauthen. Imagine that.

Learning 100
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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. In its simplest form, digital courseware refers to the curriculum delivered through customized software to facilitate teaching and learning.

eBook 98
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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. But it is not just the hardware and software improvements of the Chromebook that have made it a choice for many schools. Thanks to the developers who create online tools, many of these powerful tools now work with the Chromebook.

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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. Mackintosh believes that 'no learner should be denied access to an education because learning material is locked away behind copyright or because people may not have the resources to pay for licensed software'.

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