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Gamification , one of the biggest trends in education, is the process of making learning more fun and engaging for students by reorienting lessons to feel more like games. MOOC refers to a massive online open course, a type of distance learning. This means that the course takes place online, is free, and anyone can participate.
Gamification , one of the biggest trends in education, is the process of making learning more fun and engaging for students by reorienting lessons to feel more like games. MOOC refers to a massive online open course, a type of distance learning. This means that the course takes place online, is free, and anyone can participate.
One of the biggest EdTech trends in 2016 and for the years to follow will be gamification. Gamification will provide the necessary motivation, engage learners, and bring back the fun element in the learning process. The 2016 learner is a digital native with far more technological resources at their disposal than ever before.
Collaborative Learning, 21st Century Skills; Blending Learning, Student Engagement, MOOC; FlippedClassroom; Gamification; Big Data. I constantly play contrarian with our marketing team around using the latest education lingo: Project-Based Learning; Web 2.0; The list goes on and on. We recycle all terminology and ideas.
Collaborative Learning, 21st Century Skills; Blending Learning, Student Engagement, MOOC; FlippedClassroom; Gamification; Big Data. I constantly play contrarian with our marketing team around using the latest education lingo: Project-Based Learning; Web 2.0; The list goes on and on. We recycle all terminology and ideas.
Or in a “flippedclassroom” setting where the “lecture” is designed to be consumed at the student’s own pace (using viewing strategies , for example). Gamified learning (gamification). “Flipped-class” learning. Self-guided MOOC. Traditional MOOC. Reciprocal Teaching.
The Christensen Institute clarifies that “the Rotation model includes four sub-models: Station Rotation, Lab Rotation, FlippedClassroom, and Individual Rotation.” FlippedClassroom. Gamification. ” (3). Learning expressly through online courses and related digital resources. Genius Hour. .”
You may remember Stanford History Education Group (SHEG) for its groundbreaking and utterly depressing report, Evaluating Information: The Cornerstone of Online Civic Reasoning. In the November 2016 Executive Summary , the researchers shared: When thousands of students respond to dozens of tasks there are endless variations.
Pokemon Go : “Why Pokemon Go shows the future of learning gamification,” according to Education Dive at least. Or the flippedclassroom. Or MOOCs even. Blockchain : “ 10 amazing ways Blockchain could be used in education ” by Donald Clark. (I’ll Bonus: “ 5.3 Fads fade, of course.
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