Making Education adapt to the Digital Age with AI, Blockchain and Gamification

LEARNING DESIGN IN PRACTICE FOR EVERYBODY  > PART5 > NEW SECTION FEBRUARY 13 2018 Boosted involvement and engagement, deepened personalisation and streamlined administration, this is what these technologies basically accomplish for education, but there is loads of added value beyond this. And since the digital age is triggered by trial- …

Most read featured stories 2017 on eLearningworld

2018 is taking off and the grand launch of Storyteller on eLearningworld and publishing the first interaQtive Book is closing in among many things. So let’s make 2018 an even more creative and developing year than 2017. Here follows the top10-read stories of 2017 (the links opens in a new …

Robots boost student’s engagement to learn, new research

eLearningworld News New research from Michigan University shows that robot learning generally benefits remote students more than traditional video-conferencing where multiple students are displayed on a single screen. MSU’s College of Education started using robot learning in 2015 where the robots are placed in class with a integrated video screen …

Gamification in Practice in Schools and a Museum

eLearningworld News How to improve language learning in school? In a EU funded project via the Erasmus+ programme, partner schools from Malta, Spain, Poland, Greece, Turkey and Italy are exploring the opportunities. The driving forces on the gamified learning area in comparison with traditional pedagogy is engaging storytelling, problem-solving and …

Teacher students learn to create digitally

eLearningworld News At Stockholm University students that is studying to become preschool teachers is also preparing for the digital society’s pedagogy by developing necessary skills. Since digital learning design and evaluation of educational apps for children is an important part of the curriculum. Where the production of a digital learning …

Magic of Learning Design Guide

eLearningworld advicestory 70/20/10, these numbers are magic in the field of workable learning design. The model 70/20/10 was created by researchers at the Center for Creative Leadership and state that a learning environment should consist of 70% direct work-related exercises, 20% interaction with other learners and 10% formal education. The …