Remove Digital Learning Remove E-rate Remove Gamification
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INTERVIEW: Digital learning trends that are reshaping EdTech

Neo LMS

Graham Glass, CEO of CYPHER LEARNING, participated to a live event for Digital Learning Day 2019. The event was hosted by Phill Bevan, Community Advisor at VETR , a digital learning community for the Australian vocational education and training sector. Digital learning trends that are reshaping EdTech.

Trends 317
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Top e-learning trends to keep an eye on in 2020

Neo LMS

If e-learning came to life as a method to augment face-to-face learning, it is now an approach to education that is bigger than the traditional method it was meant to support. With that in mind, it’s important to keep an eye on the myriad of digital education trends that are currently shaping up the industry.

Trends 283
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How to effectively train your teachers and faculty on utilizing a digital learning platform to its fullest

Hapara

Listen to an audio version of this post: [link] A digital learning platform is designed to make teaching easier by allowing educators to manage and individualize lessons and evaluate students. To get the maximum out of any digital learning platform your school uses, your operators need to be well-trained and skilled.

Training 162
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Virtual Virtuoso: Optimal user experience features for e-learning

Neo LMS

Nevertheless, as virus rates continue to surge in many parts of the US and more and more schools are choosing to keep their buildings shuttered through at least the first half of the fall semester, it looks as though distance learning may be here to stay for a while. Use customization and gamification.

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How Students Respond to Digital Media in the Classroom

EdTech4Beginners

While it’s essential to understand the limits of digital media in the classroom, an outright ban could prove detrimental. For students with learning disabilities or required accommodations, for example, a laptop or digital learning program may encourage interaction with material in a personalized way.

Classroom 176
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Unlocking the Gate to Better Learning

EdNews Daily

Fear of the lack of rigor is natural when the new learning modality in many pieces of courseware looks and acts like a game. But gamification does not mean the learning is less rigorous; it is just different. All new digital learning objects are expected to be validated the same way because of the past way of doing things.

Learning 100
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Self-Paced E-Learning Market Evaporating, Report Finds

Marketplace K-12

Future revenue in the $33 billion e-learning market is expected to fall precipitously in the United States and internationally, but sales of other types of digital learning products are predicted to rise, according to a market research report released recently. Unstable Economies Impact E-Learning Market.

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