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Metaverse Education: What’s Next for Virtual Learning?

ViewSonic Education

In general, education in the metaverse relies on the use of avatars, digital representations of users, which students can use to interact with one another. Educators can also interact within these digital learning spaces using their own avatars, resulting in a classroom situation within a virtual learning environment.

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A Guide to Choosing an Interactive Learning Platform

ViewSonic Education

EdTech offers personalized learning, real-time feedback, and vast resources for students while empowering teachers to create engaging lessons and tailor instruction. Therefore, schools demand comprehensive, reliable, and adaptable EdTech solutions, and interactive learning platforms are at the heart of this.

Learning 213
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Reaching edtech harmony in your classroom

eSchool News

Educators, learners, instructional technology coaches, and IT/edtech staff are grappling with the complexities of managing an ever-expanding arsenal of disconnected digital tools. There are several prominent shifts that are driving the future of learning, therefore making a comprehensive and interoperable ecosystem essential.

EdTech 105
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Why your young students love e-learning

Neo LMS

Technology in the classroom may not have reached its full potential yet, but both teachers and students know there’s more to it than meets the eye. Students are particularly excited about all of the new possibilities digital learning can offer. Why do kids love e-learning? E-learning lets them play.

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Top 10 Digital Tools for the Classroom

Kitaboo on EdTech

The best digital tools for the classroom are the ones that provide an easy interface, facilitate collaborations, simplify communication between students and teachers, offer quick analytics for administrators, and are cost-efficient. Best Digital Learning Tools for Future-Ready Classrooms. Digital Publishing / July 3, 2018.

Tools 52
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Why gamification works [Part 1]

Neo LMS

Candy Crush, a mobile gaming phenomenon, earns its makers, Swedish-based King Games, big money: $250 million in the company’s last declared quarter alone. Building on my curiosity about the way games like Candy Crush affect our minds, I thought we’d take a closer look at gamification. Gamification versus play.

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Trends to watch in 2015: education and technology

Bryan Alexander

We still see the majority of campuses failing to formally recognize professors’ digital work. Yet we also see academic deans and provosts showing more interest in digital learning than their faculty. Mobile : as humanity continues to migrate ever-increasing swathes of life into handhelds, educators slowly follow suit.

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