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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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7 Digital tools for student engagement across all grade levels

Neo LMS

Teachers have real-time data and can provide timely and personalized feedback to students. During virtual learning, Formative was a game-changer for creating asynchronous lessons as well as for assessments that would provide data immediately and in a space where feedback can be given.

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Why your young students love e-learning

Neo LMS

Social media channels provide the digital alternative for the “traditional” social life and support communication within online communities non-stop. They turn to other social media sites , like Instagram, Snapchat, Tumblr, Yik Yak, or Twitter. Everyone is online now. E-learning lets them play.

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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.

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Top 5 LMS benefits for HE students

Neo LMS

Colleges and universities were among the first to reach a number of students so high, they simply needed the power of a software in order to manage all the learning and other data points that came along each student. People alone could not parse, sort and analyze all that data, and make the best decisions based on it.

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Gaming with Buncee and Minecraft

Buncee

Game-based learning and gamification is a trend that has been implemented in many settings, including education, work place training, and social media. Then, students analyze the data, and build a graph to display their findings. Gaming can be entertaining and can make learning fun at the same time! Meet the author.

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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.

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