Remove 2017 Remove Flipped Classroom Remove Gamification Remove Social Media
article thumbnail

Taking Student Voice Beyond The Classroom

techlearning

The next school year, 2016-2017, we made about a $100, but FH Gizmos also got an amazing email. At the same time I started the Innovation Lab in 2016, I was invited to a gamification conference at UPenn. Every company is a tech company now, influenced by the pervasiveness of the internet and social media.

article thumbnail

8 Trends in Education Technology That Will Have A Major Impact

Kitaboo on EdTech

From self-learning to flipped classroom approach, we have seen technology make a considerable impact on the learning and teaching methodologies. Social Media in Learning. Who would have ever thought that social media would one day be accepted as part of the learning process? Gamification in Education.

Trends 111