Remove Data Remove Gamification Remove Reference Remove Social Media
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Make your LMS a social learning platform

Ask a Tech Teacher

We inadvertently learn from our daily social interactions, with most of our informal learning happens through online sources of information. For example, YouTube, social media, news websites, even self-help videos/blogs which are present in every possible genre. Gamification and Virtual Reality. References.

LMS 159
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8 Biggest Reasons Why Teachers Prefer eBooks in Classrooms

Kitaboo on EdTech

Gamification Makes Learning Interesting: Classroom is a place where students learn new things and at the same time they are competing with their peers to score the highest marks in all subjects. With eBooks being embedded with gamification, teachers are able to use these techniques to motivate students to do better in class.

eBook 98
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A Decade Into Experiments With Gamification, Edtech Rethinks How to Motivate Learners

Edsurge

We wanted to create a digital experience for kids that allows them to create things together, but isn’t saturated with the usual social-media-like engagement tools. Not only have they eschewed a social media setting for their digital playground, they’ve also steered clear of “gamifying” the experience.

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The 2018 Honor Roll: EdTech’s Must-Read K-12 IT Blogs

EdTech Magazine

You can also bookmark this list as a resource and refer back to it throughout the year. He's a writer, technology enthusiast, social media lover and all-around digital guy. Mariana Garcia uses gamification, project-based learning and the Genius Hour to stimulate and inspire her students in “the age of technology.”.

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A Comprehensive Framework For Student Motivation

TeachThought - Learn better.

When researching student motivation and gamification late last year, I came across the most comprehensive gamification framework I’ve ever seen. While it is designed first and foremost as a way to frame gamification and its many strands, gamification is about human encouragement and motivation.

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Trends to watch in 2015: education and technology

Bryan Alexander

Gaming and gamification should continue to attract experimental and creative faculty, plus allied staff, but that looks like a very slow growth area for now. Big data and data analytics : interest in this is widespread and has some hefty power behind it. Social media is something higher ed is ambivalent about.

Trends 40
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Storms over liberal education: notes on the 2016 AAC&U conference

Bryan Alexander

I kicked things off with a survey of major technological developments in a very top level way, then dived into specific, currently used digital tools (the LMS, ePortfolios, video, robotics, big data, social media, 3d printing, etc.). Both speak of faculty governance, albeit in different ways.