"The edX platform will enable the study of which teaching methods and tools are most successful. The findings of this research will be used to inform how faculty use technology in their teaching, which will enhance the experience for students on campus and for the millions expected to take advantage of these new online offerings" (EdX: The Future of Online Education is Now, ¶2).
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Ninety-eight contributors from thirteen countries contributed the chapters that make up this collaborately-authored guide. In six parts, Education for a Digital World 2.0: Innovations in Education, explores a broad range of themes in technology-based innovations in blended and online teaching and learning.
Successful corporate eLearning is all about engagement. Games, when used in eLearning, make online training fun, entertaining and engaging for learners. In this article, I will discuss a case study on a gamification solution that we delivered, which resulted in better learner engagement.