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It is also often referred to as “hybrid learning” and can incorporate many different types of education technology. 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.
It is also often referred to as “hybrid learning” and can incorporate many different types of education technology. 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.
And the MOOC numbers look like they’re rising. Unless the worm turns globally, I’d expect planet MOOC to keep growing in 2016. Gaming and gamification should continue to attract experimental and creative faculty, plus allied staff, but that looks like a very slow growth area for now.
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.
If you’re wondering why it’s called 42 -- that’s a reference to the sci-fi comic novel, "The Hitchhiker’s Guide to the Galaxy," in which the number was the answer to the ultimate question of life, the universe, and everything. Even MOOCs have a professor, even if it might be one for 100,000 people. How do you take the professor out?
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.
In addition to new definitions, models, and strategies, citations and references will also be added periodically, as will updates, corrections, edits, and revisions. Gamification. References & Citations. Revisions: Persistently updated. ” Game-Based Learning. Learning through games (from physical to digital).
Always eager to associate itself with the latest tech craze, education technology embraced Pokémon Go with great gusto: “ Why Pokemon Go shows the future of learning gamification.” “UC Davis spent thousands to scrub pepper-spray references from Internet,” The Sacramento Bee reported in April.
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