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How Ed Tech Impacts Higher Education

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Sources: machable.com/2011/05/31/college-tech-device-stats/. pewinternet.org/reports/2011/college-students-and-technology.aspx. As elearning, Tin Can API, and other technologies creep their way into K-12 in more influential ways, we are bound to see most traditional methods move their way to the digital arena. presta.com.

Education 165
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ELearning Critical to Lifelong Learning

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In 2011, two professors at Stanford University start Coursera. For instance, consider the following: In 2008, the Khan Academy is founded with the aim to provide formal education courses to the masses. This marks the beginning of the MOOC. The program features courses offered by the top universities in the U.S.

eLearning 170
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14 Interesting ELearning Facts

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In 2011, it was estimated that 35.6 A survey of HR Managers found that 12% listed “not enough training” as the top reason employees give for leaving an organization. Companies using elearning and on-the-job training generate 26% more revenue per employee. billion dollars was spent on self-paced elearning worldwide.

eLearning 207
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ELearning Shows No Signs of Stopping

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In 2011, roughly $35.6 Today mobile learning is sharply on the rise as more people rely upon smartphones and tablets for entertainment and learning. Convincing an organization that elearning is important is not as difficult as it once was in the past. billion was spent on elearning globally. Today, that figure is around $55.2

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When is Mobile Learning Being Used?

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Expect mobile course delivery to play a greater role in the way we learn going forward, especially given new protocols like Tin Can (Experience) API. Source: StudyBlue’s user base of one million students (Aug. Michaels & Associates Learning Solutions (mnalearning.com). mlearning mobile learning'

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Battling Fraud in Distance Learning

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In 2011, there were at least 100 fraud-ring investigations involving distance learning, compared to just 16 in 2005. In childhood education, elearning is being leveraged to present content in different ways, opening up doors to flipped and virtual classrooms. But as with elearning, there are some negative aspects that accompany the good.

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Gamification: What it is and Why it Matters

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The idea of using gamification is to allow students to take risks that they normally would not take in a real-life scenario (Bajdor & Dragolea, 2011). By looking at the points and awards users are achieving, you can better determine which elearning courses are resonating with students or employees.