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The primary trends identified by the team were: adaptive learning, open education resources (OER), gamification and game-basedlearning, MOOCs, LMS and interoperability, mobile devices, and design.
However, sales of mobile learning, simulation-basedlearning, game-basedlearning, 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. Since the U.S.
Learn more about gaming while at ISTE—and beyond: Book a meeting at ISTE 2018 to learn about Classcraft’s Engagement Management System for schools and districts, and the Quests Marketplace featuring partners like Google Education, Discovery Educator Network, Newsela, LRNG, Breakout EDU and OER Commons.
Digital Learning Futures View more presentations from Steve Wheeler As I write this blog post, the above slideshow has received almost 18,000 views in just 48 hours since it was posted up onto Slideshare.
Via CNBC : “This Chinese-Israeli start-up wants to change the way kids learn to code.” “ OER-Enabled Pedagogy ” by Lumen Learning’s David Wiley. “ Social-Emotional Learning Is the Rage in K–12. .” ( No disclosure about shared investors.).
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