Remove BYOD Remove Education Remove Gamification Remove Mobile Learning
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Anniversary edition: Top 10 posts of the NEO Blog

Neo LMS

This collaborative work has placed the NEO Blog in the first 20% of all e-learning blogs! From well-known subjects of education technology, like BYOD and gamification, to technical aspects regarding school LMSs, to trying to guess the future, the NEO Blog covered it all in its rather short existence.

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The mLearning Moment in K-12 Education

Kevin Corbett

education system is having its mobile learning (mLearning) moment, with devices in some form in the majority of schools and more predicted in the next 1-2 years. 67% of those with no mobile learning technology at present said they were very or somewhat likely to adopt it in the next 1-2 years.

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10 Experts’ Predictions for Education and Technology in 2016

GoConqr

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. Savas Savides (Publisher & Former Educator, Greece).

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Technology won't replace teachers, but.

Learning with 'e's

Both events had several common threads, including the new roles of education professionals, the impact of technology on education and the ways students are appropriating new tools to support their learning. It was truly inspirational to see so many young people engaged and excited with learning science.

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Resources from Miami Device

Learning in Hand

I had a great time encouraging educators to give students as much ownership over their devices and learning as possible. Contrary to popular belief, you do not have to be an artist to sketchnote and to take advantage of a different type of learning and making content connections beyond conference keynotes. A massive online game?

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A Dictionary For 21st Century Teachers: Learning Models & Technology

TeachThought - Learn better.

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. Audience: K-12 & higher ed educators, researchers, institutions, and organizations globally. Gamification.