Remove 2016 Remove Data Remove Gamification Remove Mobility
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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. The same report gathered data on teachers’ use of videos in their classes. Gamification is all about data. E-learning is mobile.

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How to Use Digital Textbooks in the Classroom

Kitaboo on EdTech

A four-year university-wide study conducted by Florida Virtual Campus reports that 70% of the respondents surveyed said that they had spent at least $300 on textbooks in the year 2016. Kitaboo is a cloud-based content platform to create-publish-distribute interactive mobile-ready content. WANT TO KNOW HOW KITABOO WORKS?

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Storms over liberal education: notes on the 2016 AAC&U conference

Bryan Alexander

Last week I participated in the American Association of Colleges and Universities (AAC&U) 2016 conference. The event became much more dramatic than expected, once the hosting city, Washington DC, was clobbered by the great snowpocalyspe of 2016. Let me share some materials here, along with reflections on the conference.

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Trends to watch in 2015: education and technology

Bryan Alexander

What can we expect in 2016 from the intersection of technology and education? Unless the worm turns globally, I’d expect planet MOOC to keep growing in 2016. That should extend into 2016. Mobile : as humanity continues to migrate ever-increasing swathes of life into handhelds, educators slowly follow suit.

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What All Leaders Should Learn About Training From The Health Care Industry

The Game Agency

The often-competitive and extroverted nature of sales teams, for example, makes them ideal students for game-based learning training courses with gamification elements added. In 2016, Alzheimer’s Research U.K. The better the art, the more a player (or in the case of game-based training, a learner) will focus on the content.

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It’s Pedagogy Go With Location-Based Mobile Learning At The University Of South Australia

EdNews Daily

Mobile phones are in the hands of young people everywhere, so it is quite natural that teaching and learning opportunities are progressing towards the mobile domain. They unlock educational content through the power of storytelling, rich digital media, location-awareness, maps, and augmented reality (Edmonds & Smith, 2016).

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8 Reasons to Create Interactive Textbooks for Engaging K-12 Students

Kitaboo on EdTech

And in order to provide K-12 students with the correct and latest data, the etextbooks need to be updated as and when required. Meaning, data is stored on the cloud and can be updated anytime. Make the Course Interesting with Gamification. Education Technology / June 17, 2016. REQUEST DEMO READ MORE. You May Also Like.

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