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Mobile phones are in the hands of young people everywhere, so it is quite natural that teaching and learning opportunities are progressing towards the mobile domain. They unlock educational content through the power of storytelling, rich digital media, location-awareness, maps, and augmented reality (Edmonds & Smith, 2016).
It’s December, it’s almost the end of the year and it's time to talk about the 2016 e-learning trends. First, mobile learning. Sure, there were lots of devices released in 2014 and the years before, but 2015 was the mobile age. Sure, there were lots of devices released in 2014 and the years before, but 2015 was the mobile age.
You’re probably familiar with the notion of gamification — the use of gaming principles and mechanics in a non-game context, like learning. Gamification is all about data. E-learning is mobile. Kids live in the same world as we do, and they keep up pretty well in terms of mobile devices ownership.
And finally, gamification can have an engaging place in the classroom if intrinsic motivation is prioritized.[4] 4] In a nutshell, gamification is the use of activities and rewards to teach different learning concepts. Gamification and student motivation. Interactive Learning Environments, 2016, 24(6), pp. Buckley, P.,
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. Why we should leave behind the cookie-cutter education.
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. Mobile learning. GoConqr Click To Tweet.
In Singapore, October, 10, 2016 – Bilingua was designed to be a companion for users to enhance and enrich their language skills through conversation exchange. Author bio: Bilingua is a product of Creatella , a tech entrepreneurial company that produces innovative mobile apps to improve the lives of many. Please visit bilingua.io
A four-year university-wide study conducted by Florida Virtual Campus reports that 70% of the respondents surveyed said that they had spent at least $300 on textbooks in the year 2016. Kitaboo is a cloud-based content platform to create-publish-distribute interactive mobile-ready content. WANT TO KNOW HOW KITABOO WORKS?
Last week I participated in the American Association of Colleges and Universities (AAC&U) 2016 conference. The event became much more dramatic than expected, once the hosting city, Washington DC, was clobbered by the great snowpocalyspe of 2016. Let me share some materials here, along with reflections on the conference.
However, sales of mobile learning, simulation-based learning, game-based learning, and “brain-training” software are all on the rise. billion in 2016. Suppliers don’t pay for bad news.”. These increases are cited as major factors in the global decline of computer-based educational and professional training software.
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. Mobile : as humanity continues to migrate ever-increasing swathes of life into handhelds, educators slowly follow suit.
It includes the use of heavy graphics, video, and gamification to deliver highly engaging content. Techniques such as audio-visual learning and gamification encourage continued engagement while boosting productivity. These courses are required when demonstrating difficult concepts.
Make the Course Interesting with Gamification. How about a cloud-based content platform to create-publish-distribute interactive mobile-ready ebooks. Education Technology / June 17, 2016. This helps you provide up-to-date content to students. REQUEST DEMO READ MORE. You May Also Like. Digital Schools – Are they the future?
The adaptive Apex Learning Tutorials for intervention, remediation, and preparation for high-stakes assessments were proven to improve students’ performance on the Tutorials from pretest to posttest by more than 50% and by an average of 23 to 26 percentile points during the 2016–2017 school year. announced the U.S.
Unlike the physical lab environment, virtual labs take into account several different pedagogical techniques proven to facilitate a better understanding of theoretical information, including active learning, visuals-based learning, gamification, and storytelling. Digital Publishing / August 5, 2016. REQUEST DEMO READ MORE.
Classrooms are embracing interactive whiteboards and mobile devices with enthusiasm. Although Interactive whiteboards, mobile learning, open content and learning management systems are proliferating within classrooms, when it comes to assessment processes, there is a fragmentation between how student data gets transferred seamlessly.
The NEO mobile app for Windows allows users to access the full feature set within the platform including creating and delivering online classes, assessing students, sharing resources, tracking student achievement, and collaborating on projects.
Does Gamification in Education Really Improve Learning? Teachers Report Sharp Growth in Game-Based Learning by District Administration (July 2016) – reports that 48% of classroom teachers report using games in classroom instruction in 2015. Gamification in Education – a piece I wrote for Edutopia on this topic.
The often-competitive and extroverted nature of sales teams, for example, makes them ideal students for game-based learning training courses with gamification elements added. In 2016, Alzheimer’s Research U.K. The better the art, the more a player (or in the case of game-based training, a learner) will focus on the content.
We are partnering with Chrome Warrior and using their gamification platform to provide an enhanced professional development experience for Global Education Conference attendees. We are ready for another great day of sessions and keynotes! IMPORTANT NOTES: Simple instructions on joining the conference for newcomers: [link].
IMPORTANT NOTES: We are partnering with Chrome Warrior and using their gamification platform to provide an enhanced professional development experience for Global Education Conference attendees. Monday, November 14th, is day two of the seventh annual Global Education Conference. We are ready for another great day of sessions and keynotes!
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.
8:00pm Collaboratively Designing First Year Information Literacy Program in Fresno State - Raymond Pun , First Year Student Success Librarian Higher-Level Thinking Mobile Activities - Harry Tuttle , Ed.D.
Among the major trends Meeker identified for 2017: mobile advertising, gaming, and healthcare. There are, after all, only so many times you can put “mobile” on your list of “what’s on the horizon” before folks begin to suspect your insights might not be that… insightful. It finds no impact in math.
Pokémon Go, a free augmented reality game developed by Niantic (a company spun out of Google in 2015), became the most popular mobile game in US history this year. Pokémon Go generated more than $160 million by the end of July, hitting $600 million in revenue within its first 90 days on the market – the fastest mobile game to do so.
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