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10 Steps to Create Interactive K12 Learning Modules

Kitaboo on EdTech

Understand Your Audience The end-user of your learning module is quite obviously the student. 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. More so when you’re a K12 student.

eBook 52
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It’s 2020: Have Digital Learning Innovations Trends Changed?

Edsurge

The primary trends identified by the team were: adaptive learning, open education resources (OER), gamification and game-based learning, MOOCs, LMS and interoperability, mobile devices, and design. So what do we do with the results of this research?

Trends 194
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Top 5 Benefits of Digital Textbooks You Never Knew About

Kitaboo on EdTech

To state that they have revolutionized the K12 education system would be a gross understatement on my part. Features like quizzes, exciting graphics, videos, and flashcards can make learning more enjoyable and help them retain information better and for longer durations. It has been proven to improve student productivity by almost 50%.

eBook 52
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Reinventing The School Desk: Tip Tap Tap And The Internet of Things

Fractus Learning

Classrooms are embracing interactive whiteboards and mobile devices with enthusiasm. And as many of these technologies do not monitor student performance, learning difficulties are not tracked or identified early; preventing intervention with supplementary and personalised supports. What is Tip Tap Tap?

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8 Trends in Education Technology That Will Have A Major Impact

Kitaboo on EdTech

From self-learning to flipped classroom approach, we have seen technology make a considerable impact on the learning and teaching methodologies. With numerous benefits to offer, digital learning has become an important part of the education system. Mobile-based devices have taken learning outside of the classroom.

Trends 111