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Using mobile for educational purposes is a slightly new concept. The material that is available for e-learning on a mobile device is specifically designed by expert instructional designers to make it compatible with a small screen. Massive Open Online Courses (MOOC). MOOC is not a new concept in the e-learning industry.
The primary trends identified by the team were: adaptive learning, open education resources (OER), gamification and game-based learning, MOOCs, LMS and interoperability, mobile devices, and design.
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. Mobile learning. It is therefore important that eLearning content is mobile supported.
We were going to include several videos and frameworks, but that makes the post clumsy and slow-loading on smaller mobile devices. Mobile learning. Gamified learning (gamification). Self-guided MOOC. Traditional MOOC. School-to-school instruction (using Skype in the classroom , for example). Problem-based learning.
And the MOOC numbers look like they’re rising. Unless the worm turns globally, I’d expect planet MOOC to keep growing in 2016. Mobile : as humanity continues to migrate ever-increasing swathes of life into handhelds, educators slowly follow suit. Let’s also think about mobile messaging apps (Snapchat, etc).
I hoped to move on from there to what I called “approaches”, ways of using tech that didn’t depend on a specific platform – i.e., gaming and gamification, blended learning, distance learning, MOOCs, mobile, and digital literacy. But participants were very, very engaged from the start.
She is the author of two books, Understanding Gamification and Library Mobile Experience: Practices and User Expectations and the founding editor of ACRL TechConnect Blog. In Fall 2014 she led a MOOC, The Emerging Future: Technology Issues and Trends, that attracted over 1700 global participants.
The themes are: Increasing Access and Discovery Opportunities; Emphasis on Mobile; Content Management and Technical Infrastructure; and Rethinking the Roles and Relationships of Librarians. Close to 40 presentations in four different strands: Stories for Learning, Games and Gamification, Passion-Driven Learning and STEAM.
Gamification. Mobile Learning. The United Nations defines mobile learning as “Mobile learning involves the use of mobile technology, either alone or in combination with other information and communication technology (ICT), to enable learning anytime and anywhere. ” Game-Based Learning. Genius Hour.
Among the major trends Meeker identified for 2017: mobile advertising, gaming, and healthcare. There are, after all, only so many times you can put “mobile” on your list of “what’s on the horizon” before folks begin to suspect your insights might not be that… insightful.
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.
Gaming: many examples of people using games for learning, or gamification for public good (public health, for one). MOOCs: simply present in the ed tech space, without the hype crash America experienced. Mobile: as usual, pretty much every country is in advance of what American education is doing. So many trends.
Pokémon Go, a free augmented reality game developed by Niantic (a company spun out of Google in 2015), became the most popular mobile game in US history this year. Pokémon Go generated more than $160 million by the end of July, hitting $600 million in revenue within its first 90 days on the market – the fastest mobile game to do so.
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