Remove Demo Remove Gamification Remove Learning Analytics Remove Technology
article thumbnail

10 Steps to Create Interactive K12 Learning Modules

Kitaboo on EdTech

Gamify the Learning Experience Who doesn’t enjoy a good game? Gamification of the learning experience is a process by which you incorporate game-like elements into your learning module. These could include setting a point system, creating levels of learning, rewarding students for answering questions correctly and so on.

eBook 52
article thumbnail

Top 5 Benefits of Digital Textbooks You Never Knew About

Kitaboo on EdTech

Features like quizzes, exciting graphics, videos, and flashcards can make learning more enjoyable and help them retain information better and for longer durations. Increased Engagement Gamification is a new trend designed to make education fun and engaging. It has been proven to improve student productivity by almost 50%.

eBook 52
Insiders

Sign Up for our Newsletter

This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

article thumbnail

Reinventing The School Desk: Tip Tap Tap And The Internet of Things

Fractus Learning

Traveling to many schools, engaging with teachers, students and principals, we have seen first-hand the successful (and unsuccessful) introduction of a wide range of technologies. But there are still a number of limitations to the effective use of these technologies at the primary level. Tip Tap Tap Learning Analytics.

article thumbnail

8 Trends in Education Technology That Will Have A Major Impact

Kitaboo on EdTech

Technology has brought about various changes in the way education is delivered and received. From self-learning to flipped classroom approach, we have seen technology make a considerable impact on the learning and teaching methodologies. Let us have a look at the current trends in education technology: 1.

Trends 111