Remove 2017 Remove Gamification Remove Mobility Remove Student Engagement
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Strategies for Motivating Students: Start with Intrinsic Motivation

Waterford

1] In part, this is because online learning often involves some level of independence—and independent learning is also linked to motivated students.[12] And finally, gamification can have an engaging place in the classroom if intrinsic motivation is prioritized.[4] Five Key Ingredients for Improving Student Motivation.

Strategy 275
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10 Must-Have Features of an Online Education Platform

Kitaboo on EdTech

Online interactivities include quizzes, audio files, videos, simulations, gamification etc. The tool must also allow students to make notes and share with their peers or teachers, bookmark pages, search for information, highlight texts, etc. Including interactive elements increases student engagement with the courseware.

eBook 56
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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. Wijers, Jonker and Drijvers (2010) highlight that the potential for engagement increases when gamification features such as rules, goals, points and activities are added.

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8 Trends in Education Technology That Will Have A Major Impact

Kitaboo on EdTech

Mobile-based devices have taken learning outside of the classroom. With mLearning and eLearning growing in popularity, students can learn at their own pace and time. Designing mobile-first responsive content helps students to go through their courses anytime and anywhere. Gamification in Education.

Trends 111
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Best Gamification Tools for Teachers

Educational Technology and Mobile Learning

Gamification is a cross-disciplinary concept that has been adopted in several sectors including marketing, healthcare, professional development trainings, politics, among others. By definition, gamification is "the incorporation of game elements into non-game settings" 1. Gamification in education: What, how, why bother?

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WHAT’S NEW: NEW TOOLS FOR SCHOOLS

techlearning

The NEO mobile app for Windows allows users to access the full feature set within the platform including creating and delivering online classes, assessing students, sharing resources, tracking student achievement, and collaborating on projects. Registration for the course began November 1, 2017.

Tools 68
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Digital Courseware or ePUB – Which is the Future of Higher Education?

Kitaboo on EdTech

Higher education is going through a massive transformation thanks to the adoption of new technologies like mobile learning , gamification and digital courseware. Many publishers have already started converting their physical textbooks to electronic formats which can be accessed on a desktop or mobile.

eBook 98