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It’s December, it’s almost the end of the year and it's time to talk about the 2016 e-learning trends. Second, the introduction of gamification. Initially thought by some experts and even teachers as a gimmick , gamification quickly caught the interest of the ed tech world, because the best way to teach students is to play games.
From well-known subjects of education technology, like BYOD and gamification, to technical aspects regarding school LMSs, to trying to guess the future, the NEO Blog covered it all in its rather short existence. Gamification in the classroom: small changes and big results. Top 10 BYOD concerns and how to overcome them [Part 2].
2016 is now well underway, but few could say how it will end or what major changes we’ll see as the year unfurls. In 2016, I believe we will see more learners creating, making, programming, coding, producing, innovating, inventing, designing, problem solving and publishing. GoConqr Click To Tweet.
It is 2016 and I’m just starting my current job at Fair Haven. FH Gizmos launched in May of 2016. The next school year, 2016-2017, we made about a $100, but FH Gizmos also got an amazing email. At the same time I started the Innovation Lab in 2016, I was invited to a gamification conference at UPenn.
What can we expect in 2016 from the intersection of technology and education? Unless the worm turns globally, I’d expect planet MOOC to keep growing in 2016. That should extend into 2016. The forthcoming Horizon Report thinks BYOD is one of the two major tech trends for 2016.
In the November 2016 Executive Summary , the researchers shared: When thousands of students respond to dozens of tasks there are endless variations. You may remember Stanford History Education Group (SHEG) for its groundbreaking and utterly depressing report, Evaluating Information: The Cornerstone of Online Civic Reasoning.
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