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4 Awesome edtech solutions for making students fall in love with reading

Neo LMS

Americans spend an average of 17 minutes per day reading for personal interest; in 2003, the average reading time was 22 minutes. Authors threw in some gamification, as readers receive badges and rewards as they carry on with their reading. This is an app especially designed for kids of 12 and under. Other users have to pay $7.99

EdTech 261
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It’s Pedagogy Go With Location-Based Mobile Learning At The University Of South Australia

EdNews Daily

Wijers, Jonker and Drijvers (2010) highlight that the potential for engagement increases when gamification features such as rules, goals, points and activities are added. Gamification ties into LBMLGs potential to generate on-location social learning, which is an important dimension of any learning experience. 2014-2016. References.

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4 Important Lessons from 15 Years in EdTech

Gaggle Speaks

Today, Gaggle provides our Safe Classroom Learning Management System and Safety Management products for Google Apps for Education or Office 365 to millions of students who are creating, collaborating and sharing in a safe environment. Remember Yahoo buying Blue Mountain, the e-greeting card website, for a billion dollars?

EdTech 40
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4 Important Lessons from 15 Years in EdTech

Gaggle Speaks

Today, Gaggle provides our Safe Classroom Learning Management System and Safety Management products for Google Apps for Education or Office 365 to millions of students who are creating, collaborating and sharing in a safe environment. Remember Yahoo buying Blue Mountain, the e-greeting card website, for a billion dollars?

EdTech 40
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Education Technology and the Year of Wishful Thinking

Hack Education

In 2005, Joan Didion published The Year of Magical Thinking , which chronicles her husband’s death in December 2003, shortly after their daughter had fallen into septic shock and been placed an induced coma. Pokemon Go : “Why Pokemon Go shows the future of learning gamification,” according to Education Dive at least.