This site uses cookies to improve your experience. To help us insure we adhere to various privacy regulations, please select your country/region of residence. If you do not select a country, we will assume you are from the United States. Select your Cookie Settings or view our Privacy Policy and Terms of Use.
Cookie Settings
Cookies and similar technologies are used on this website for proper function of the website, for tracking performance analytics and for marketing purposes. We and some of our third-party providers may use cookie data for various purposes. Please review the cookie settings below and choose your preference.
Used for the proper function of the website
Used for monitoring website traffic and interactions
Cookie Settings
Cookies and similar technologies are used on this website for proper function of the website, for tracking performance analytics and for marketing purposes. We and some of our third-party providers may use cookie data for various purposes. Please review the cookie settings below and choose your preference.
Strictly Necessary: Used for the proper function of the website
Performance/Analytics: Used for monitoring website traffic and interactions
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. To those working in higher education, some of the trends presented by the team may not have come as a surprise.
This means that there are more concepts, terms, and trends in education that teachers need to be aware of - but how do you keep track of them all? Keep reading to discover the meaning of some of the most common trends in Edtech. MOOC refers to a massive online open course, a type of distance learning.
Massive Open Online Courses (MOOC). MOOC is not a new concept in the e-learning industry. Many prestigious universities such as Harvard offers MOOC at minimal or no cost. MOOC also offers group collaboration and feedback through online evaluation. Gamification in the Learning Process. Wearable E-Learning Gadgets.
This means that there are more concepts, terms, and trends in education that teachers need to be aware of - but how do you keep track of them all? Keep reading to discover the meaning of some of the most common trends in Edtech. MOOC refers to a massive online open course, a type of distance learning.
But that hasn’t stopped us from asking a number of experts in education and technology to gaze into their crystal balls and share their thoughts on one major EdTech trend we can expect to see lighting up learning and one major challenge that education will face in 2016. Technology and the classroom – major trends and challenges.
This is part eleven of my annual look at the year’s “ top ed-tech stories ” In May, venture capitalist and former securities analyst Mary Meeker released her annual “Internet Trends” report. Among the major trends Meeker identified for 2017: mobile advertising, gaming, and healthcare. ” he asks.
Here I’d like to identify trends from 2015 which seem likely to persist or grow over the next year. I’m building on previous posts about trends in technology and educational contexts , plus my FTTE report, naturally. Educational technology trends. And the MOOC numbers look like they’re rising.
Collaborative Learning, 21st Century Skills; Blending Learning, Student Engagement, MOOC; Flipped Classroom; Gamification; Big Data. ” Lesson learned #3: Don’t chase trends. I constantly play contrarian with our marketing team around using the latest education lingo: Project-Based Learning; Web 2.0; Most ideas are not new.
Collaborative Learning, 21st Century Skills; Blending Learning, Student Engagement, MOOC; Flipped Classroom; Gamification; Big Data. ” Lesson learned #3: Don’t chase trends. I constantly play contrarian with our marketing team around using the latest education lingo: Project-Based Learning; Web 2.0; Most ideas are not new.
Updates Partner Spotlight Partner Announcements Calendar of Events Deadlines Highlighted Recordings NMC Navigator Top Ten Conversations Updates "Participatory, Continuous, Connected" | Top Trends from the Library 2.014 Conference. Thursday, October 30th at 3pm Participatory, Continuous, Connected | Top Trends from Library 2.014.
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.
A quick round of introductions revealed some interesting trends: a growing number of liberal arts institutions are launched or growing online learning programs; many sought to find the distinct ways liberal arts institutions, and campuses pursuing liberal education, can use technology. Online learning is on the rise.
Purpose: Improving our chance for a common language in discussing existing and emerging learning trends, model, and technology in hopes of innovation in classrooms, and collectively, education at large. Gamification. Audience: K-12 & higher ed educators, researchers, institutions, and organizations globally. Genius Hour. .”
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.
So many trends. 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. New suit, since Air Europa lost my luggage for a few days. I’ll pull out some here.
There’s a long list of technology products that I’m sure will appear on many “2016 Top Ed-Tech Trends” lists: Chatbots : As eCampus News pronounced in November : “How chatbots will change the face of campus technology.” Or MOOCs even. ” They always are. Hype as Wishful Thinking. Hype wanes.
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.” ” “ The Educational Potential of Pokémon Go.” ” “ Why Pokémon Go marks a new step forward in education.”
We organize all of the trending information in your field so you don't have to. Join 34,000+ users and stay up to date on the latest articles your peers are reading.
You know about us, now we want to get to know you!
Let's personalize your content
Let's get even more personalized
We recognize your account from another site in our network, please click 'Send Email' below to continue with verifying your account and setting a password.
Let's personalize your content