Definitions of Trends

Adaptive technologyThis trend includes technology that can be customized based on responses or input data to support learning. 
AR / VRThis trend describes augmented (i.e., changing the reality around an individual) and virtual (i.e., immersing an individual into another reality) reality applications.   
Communities of practiceThis trend includes individuals who self-organize, serve in similar roles, collaborate to solve problems, and work towards establishing best practices.
Competency-based learningThis trend involves students demonstrating predetermined outcomes at their own pace.  
Digital learning technologiesThis trend is a broad category that covers all digital educational hardware and software technologies. 
Educational games / GamificationThis trend includes digital and physical educational games, game-like elements for non-game settings, and learning through play. 
Educational videoThis trend represents data related to the use of video as an educational material. 
Flipped learningThis trend includes items related to a flipped instructional strategy, where students consume lecture or content before class and then participate in student-centered learning during class time. 
Informal learningThis trend refers to learning that is controlled by the individual learner and occurs outside of a formal, structured, designed learning environment.
Internet of thingsThis trend includes items related to the use of multiple hardware devices exchanging data with one another over the internet to impact learning.
Knowledge managementThis trend represents data related to the organizational approach of maintaining and retaining knowledge.
Learning analytics / Data miningThis trend describes the collection, analysis, and use of learners’ data to inform instructional practices or enhance learning environments.
Learning in a pandemicThis trend is a broad category that covers any work that focused on learning during the COVID19 Pandemic. 
LMSThis trend represents data related to software applications that support the delivery of education, training, or learning materials. 
MicrolearningThis trend describes the use of small segments of learning materials within a learning environment. 
Mobile learningThis trend represents anything related to the use of mobile devices and applications to impact learning. 
MOOCsThis trend includes data related to Massive Open Online Courses, which are online courses designed for large audiences. 
OERThis trend describes open educational resources, open pedagogy, and free educational learning resources. 
Online learningThis trend describes instances where learning takes place in a digital or online environment. 
Other trendsThis trend represents items of interest that might appear within a specific piece of data (e.g., coding, robotics, 3D modeling). 
Performance support / ImprovementThis trend includes any items related to organizational improvements or non-instructional solutions. 
Personalized learningThis trend includes anything related to learning that can be personalized, either by individual choice or through an algorithm or program. 
Problem-based learningThe trend includes elements related to the instructional strategy of student-directed instruction, where individuals often work collaboratively. 
Social mediaThis trend includes social media software and collaborative tools for communicating in a digital environment. 

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