Remove 2019 Remove Digital Learning Remove Gamification Remove Libraries
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Are eTextbooks The Next Big Thing in K-12 Education?

Kitaboo on EdTech

Improves Motivation Through Gamification. The same principles are now being applied to learning materials. By including gamification techniques, students are given points for completing assignments on time, scoring well in quizzes etc. Access to Additional Learning Resources Through Content Library.

eBook 80
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8 Reasons to Create Interactive Textbooks for Engaging K-12 Students

Kitaboo on EdTech

Well, it’s 2019, and most of the schools and universities have already accepted digital textbooks as the future of education. Make the Course Interesting with Gamification. Gamifying the course includes adding certain gaming elements to keep the learning process fun and engaging. Create a Digital Library.

eBook 64
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8 Biggest Reasons Why Teachers Prefer eBooks in Classrooms

Kitaboo on EdTech

But looking at the growing rate of educational institutes introducing eBooks in schools and universities, we can say that the teaching faculty does believe that eBooks in classrooms have made a positive impact on the teaching and learning process. Gamification gives rise to healthy competition in the classroom.

eBook 52