Remove Game-Based Learning Remove Gamification Remove Mobile Learning Remove Mobility
article thumbnail

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 416
article thumbnail

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.

Insiders

Sign Up for our Newsletter

This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

article thumbnail

Digital classrooms

Learning with 'e's

There were sections on digital literacies and mobile learning, both of which we considered to be important for the success of education and learning in the future. For students with mobility issues in particular, this may turn out to be an important leveler.

article thumbnail

Self-Paced E-Learning Market Evaporating, Report Finds

Marketplace K-12

However, sales of mobile learning, simulation-based learning, game-based learning, and “brain-training” software are all on the rise. These increases are cited as major factors in the global decline of computer-based educational and professional training software.

Report 70
article thumbnail

Digital learning futures

Learning with 'e's

I touched on personal learning networks, mobile technologies, games and gamification, the use of social media in learning, the role of user generated content, the phenomenon of ubiquitous connection, and technological convergence.

article thumbnail

7 Shifts To Create A Classroom Of The Future

TeachThought - Learn better.

In short, the shift from purely academic standards to critical thinking habits supports personalized, 21st century learning through a preceding shift from institution to learner. Game-Based Learning & Gamification. Connectivism.

article thumbnail

50 Alternatives To Lecturing

TeachThought - Learn better.

We were going to include several videos and frameworks, but that makes the post clumsy and slow-loading on smaller mobile devices. Scenario-based learning. Game-based learning. Project-based learning. Learning through projects. Problem-based learning. Mobile learning.