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New Global Survey Offers Snapshot of Technology in the Classroom in 2019

EdTech Magazine

Use of desktops, notebooks and tablets (think Asus Chromebook and Acer Chromebook Tab 10 ) frequently support the ongoing trend of gamification in education, the report states. . MORE FROM EDTECH: See how educators are using mobile devices to make a positive impact. Smartphones Are Not Universal in K–12.

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Why Consider Mobile Learning? (Infographic)

Kevin Corbett

By 2015 80% of people will be accessing the Internet from mobile devices. In 2012, 65% of workers declared their mobile devices to be their “most critical work device.”. 4.99% of mobile learners believed the format and presentation enhanced their learning. The post Why Consider Mobile Learning? Source: [link].

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Strategies for Motivating Students: Start with Intrinsic Motivation

Waterford

And finally, gamification can have an engaging place in the classroom if intrinsic motivation is prioritized.[4] 4] In a nutshell, gamification is the use of activities and rewards to teach different learning concepts. Gamification and student motivation. Learning in a mobile age: An investigation of student motivation.

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Why your young students love e-learning

Neo LMS

Data from Speak Up 2015 National Findings show that 54% of students use YouTube all the time, and almost 40% of them are finding online videos to help with their homework. You’re probably familiar with the notion of gamification — the use of gaming principles and mechanics in a non-game context, like learning.

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And the top e-learning trends for 2016 are.

Neo LMS

Just to get things going, here’s a recap of 2015. First, mobile learning. Sure, there were lots of devices released in 2014 and the years before, but 2015 was the mobile age. And learning platforms are starting to get mobile developers to publish mobile apps and have them updated on a regular basis.

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Anniversary edition: Top 10 posts of the NEO Blog

Neo LMS

But the day of November 17, 2015 will always be kind of magic for the NEO team. From well-known subjects of education technology, like BYOD and gamification, to technical aspects regarding school LMSs, to trying to guess the future, the NEO Blog covered it all in its rather short existence. Just imagine our office covered in confetti.

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Guest Post: A Revolution In Language Practice

EdTech4Beginners

The app incorporates 3 main values: Networking: advanced user matching based on their shared interests and personality tests; Guidance: Shiro the bot suggests conversation topics and recommended phrases to have more meaningful, productive conversations; Gamification approach: mini games and quizzes with other users. Please visit bilingua.io