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Let’s take a look at the some of the innovation in E-learning industry in the last 10 years: The Usage of Smartphones. Smartphones have become an essential part of our lives. According to a Google report , almost 80% people don’t exit their homes sans smartphones. Massive Open Online Courses (MOOC).
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 most common device among students is the smartphone. Barbara Geyer-Hayden (MA Programme Director, Germany).
” BYOD programs allow students to use their own technology (usually smartphone or tablet) in a classroom. Gamification. The study of teaching adults. An initialism that stands for “Bring Your Own Device.” ” Game-Based Learning. Learning through games (from physical to digital). Genius Hour. .”
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. Plotagon is easy, and the students used their smartphones. So many trends. I’ll pull out some here.
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