Remove Data Remove Gamification Remove Mobile Learning
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How is mobile learning evolving in the digital world?

Kitaboo on EdTech

With smartphones becoming the device of choice to consume content, they are being increasingly leveraged to deliver online educational courses by schools and colleges, and learning and development training by the corporate sector. In other words, mobile learning supports eLearning and classroom teaching.

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Master Mobile Learning: The Best Corporate Training Apps for On-the-Go Education

Kitaboo on EdTech

The rise of mobile corporate training apps enables on-the-go training and education, allowing professionals to learn on their own schedules and make the most of their time. In this blog, we will discuss the power of mobile learning and explore the best corporate training apps for on-the-go education.

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It’s Pedagogy Go With Location-Based Mobile Learning At The University Of South Australia

EdNews Daily

Between 2014-2016 the University of South Australia has been using the pedagogy associated with both playing and designing LBMLGs to blaze a trail that is informing the development of a contextually-based mobile learning framework for higher education. 2014-2016.

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The Future of eLearning - 10 Trends To Be Aware Of

ViewSonic Education

Gamification. It doesn’t matter whether you’re five years old or fifty, learning is always more interesting, not to mention more digestible, when it’s fun. Referred to as gamification, or game-based learning, this facet of eLearning attempts to make education fun! Mobile Learning.

Trends 406
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6 E-learning trends currently shaping up the industry

Neo LMS

Learning programs must adapt to and evolve based on learners’ needs. Adaptive learning systems make sure each learner is enrolled in a personalized learning path built around data that is gathered both before and during the entire learning process. Mobile learning. Gamification.

Industry 274
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The Mobile Learning Imperative in Higher Education

Kevin Corbett

The Mobile Learning in Higher Education [ INFOGRAPHIC ]. 57% of college students use a smartphone (2013 data seems low to me). 57% of college students use a smartphone (2013 data seems low to me). With mobile devices being used at younger and younger ages, what are the implications for Higher Education?

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Gamification in Education

Kevin Corbett

Below is a great infographic on Gamification in Education. It is from Knewton Learning. As I’ve written in previous posts, it’s first important to distinguish Game-based Learning from Gamification , while recognizing there are measurable cognitive, social, emotional, and learning increases, with successful implementation.