Trend | Definition |
Adaptive technology | This trend includes technology that can be customized based on responses or input data to support learning. |
AR / VR | This 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 practice | This trend includes individuals who self-organize, serve in similar roles, collaborate to solve problems, and work towards establishing best practices. |
Competency-based learning | This trend involves students demonstrating predetermined outcomes at their own pace. |
Digital learning technologies | This trend is a broad category that covers all digital educational hardware and software technologies. |
Educational games / Gamification | This trend includes digital and physical educational games, game-like elements for non-game settings, and learning through play. |
Educational video | This trend represents data related to the use of video as an educational material. |
Flipped learning | This 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 learning | This trend refers to learning that is controlled by the individual learner and occurs outside of a formal, structured, designed learning environment. |
Internet of things | This trend includes items related to the use of multiple hardware devices exchanging data with one another over the internet to impact learning. |
Knowledge management | This trend represents data related to the organizational approach of maintaining and retaining knowledge. |
Learning analytics / Data mining | This trend describes the collection, analysis, and use of learners’ data to inform instructional practices or enhance learning environments. |
Learning in a pandemic | This trend is a broad category that covers any work that focused on learning during the COVID19 Pandemic. |
LMS | This trend represents data related to software applications that support the delivery of education, training, or learning materials. |
Microlearning | This trend describes the use of small segments of learning materials within a learning environment. |
Mobile learning | This trend represents anything related to the use of mobile devices and applications to impact learning. |
MOOCs | This trend includes data related to Massive Open Online Courses, which are online courses designed for large audiences. |
OER | This trend describes open educational resources, open pedagogy, and free educational learning resources. |
Online learning | This trend describes instances where learning takes place in a digital or online environment. |
Other trends | This trend represents items of interest that might appear within a specific piece of data (e.g., coding, robotics, 3D modeling). |
Performance support / Improvement | This trend includes any items related to organizational improvements or non-instructional solutions. |
Personalized learning | This trend includes anything related to learning that can be personalized, either by individual choice or through an algorithm or program. |
Problem-based learning | The trend includes elements related to the instructional strategy of student-directed instruction, where individuals often work collaboratively. |
Social media | This trend includes social media software and collaborative tools for communicating in a digital environment. |
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