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The Fans, Fanboys, and Fanatics of OER

Doug Levin

and I am merely a fan – not a fanboy – of open educational resources (OER).** Others surely see me as some sort of OER fanatic. So, if these are the actions of someone who is an OER fan, what stops me short of claiming fanboy status? I work in K-12 education in the U.S., I beg to disagree. Image credits.

OER 297
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How to Crowdsource Quality Resources for Adult Learners

Digital Promise

This gap between the need and available educational services has prompted calls for innovative ways to improve access to quality educational resources. Much to our surprise, over 1,500 people from around the world registered for the course — and, to date, are actively engaged in creating free, open resources for adult learners.

Resources 197
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The Winners and Filmstrips of An (Almost) Decade in Education Technology

Edsurge

This op-ed is part of a series of reflections on the past decade in education technology. I define education technology as any tool that supports learning, digital or not. I define education technology as any tool that supports learning, digital or not. An abacus is an educational technology, as is the slide rule.

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Innovation In E-learning In The Last 10 Years

EdTech4Beginners

The new E-learning technologies keep on evolving, and a lot of companies are investing in it to yield efficient employees. 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 127
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EdTech Acronyms Explained

EdTech4Beginners

The amount of new acronyms in the educational technology world is staggering… and often overwhelming for educators. BYOT – Bring Your Own Technology. CREATE – Collaboartion, Resources, Educate, Apps, Technology, Enriching. ICT – Information Communications Technology. STEM – Science, Technology, Engineering, Maths.

EdTech 189
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It’s 2020: Have Digital Learning Innovations Trends Changed?

Edsurge

The first goal was to create an environmental scan of the digital learning environment in higher education with a focus on adaptive technology. 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 193
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Can Online Programs and Digital Tools Help Students Spend Less Money? #DLNchat

Edsurge

On Tuesday, June 12 the #DLNchat community got together to dive into how improving digital learning could help institutions pass along savings to students, and how technology might also help reduce indirect costs for college attendance. So the resources go elsewhere, to situations where more personalized interaction is necessary.

OER 68