التعلم المتنقل والتشاركي من خلال الألعاب

The success of mobile, social and gamification in the e-learning industry is strong. Students are on the go, communicating and socializing via mobile apps. Gamification on the other hand while extremely popular and successful in the corporate market is not being harnessed enough on the higher education side. LMSs geared towards the higher education market are slowly adding gamification. They also face failure at adding extensive mobile functionality that learners/students are already using on their own. Higher education institutions themselves are equal to blame. They are not necessarily forward thinking as it relates to e-learning. Synchronous based still is at the forefront, mobile is focused on smartphones and underutilized and social is at its best, average. Gamification? Nearly non-existent. If higher education wants to achieve a higher level of learning, sustainability and enable students to not only retain more, but comprehend and synthesize more, than not only mobile and social, but also gamification must be included.
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