Remove Gamification Remove OER Remove Trends
article thumbnail

It’s 2020: Have Digital Learning Innovations Trends Changed?

Edsurge

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.

Trends 215
article thumbnail

Innovation In E-learning In The Last 10 Years

EdTech4Beginners

Gamification in the Learning Process. Gamification means integrating game mechanics and learning content together to retain and improve skills of a person using it. Millenials are inclined towards using a mobile device which gives support to gamification as an e-learning innovation. Open Education Resources (OER).

MOOC 127
Insiders

Sign Up for our Newsletter

This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

article thumbnail

Self-Paced E-Learning Market Evaporating, Report Finds

Marketplace K-12

market is the trend toward open and free educational resources, or OER. Similarly, the trend toward OER and greater competition among vendors is also expected to negatively impact the LMS market. The only region expected to see a modicum of growth in e-learning revenue over the next five years is Africa, with a CAGR of.9

Report 70
article thumbnail

Digital learning futures

Learning with 'e's

I touched on personal learning networks, mobile technologies, games and gamification, the use of social media in learning, the role of user generated content, the phenomenon of ubiquitous connection, and technological convergence.

article thumbnail

Further reflections on EDUCAUSE 2015

Bryan Alexander

Many quiet signs of OER. Not all the way, but watch this trend. More talk of gamification, not so much about games. I don’t know, honestly, if this group is isolated from some political and cultural trends, or just focused very practically in what I saw. This might complement, but is different from data analytics.

OER 40
article thumbnail

Looking backward and forward

Kathy Schrock

This is not just a technology experience, but the online collaboration and sharing among the many educators using creating these immersive learning games qualifies this item for a 2016 edtech trend in the classroom. The lesson I learned with Pokemon Go is not that gaming and gamification are essential to learning.

article thumbnail

Storms over liberal education: notes on the 2016 AAC&U conference

Bryan Alexander

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.