Remove 2020 Remove Gamification Remove Online Learning Remove Student Engagement
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Top 5 new EdTech tools that you might use in your university

Neo LMS

According to the report, the EdTech industry will reach a global value of $252 billion by 2020. The change already delivers extraordinary results and 96% of teachers claim that EdTech increases student engagement in learning. The best way to acquire and retain knowledge is by learning through games.

EdTech 347
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Strategies for Motivating Students: Start with Intrinsic Motivation

Waterford

And allow some flexibility in your assignments so students can spend some time focusing on what they personally find interesting. Research also suggests that online learning can encourage intrinsic motivation.[1] Research also suggests that online learning can encourage intrinsic motivation.[1] Motivating Students.

Strategy 275
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10 Popular Educational Trends and What You Need to Know

Waterford

This year, as schools moved to online learning and teachers scrambled to adjust their curriculum, many teachers, students, and parents gained new appreciation for the value of self-care. Genius Hour is a fairly new educational technique that allows students to work on self-paced and self-chosen projects for an hour each day.[5]

Trends 304
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Distance learning during the pandemic: Improvise. Adapt. Overcome!

Neo LMS

A version of this post was originally published in the April 2020 E-Learning Supplement of Education Today. Once everyone has a good grasp of this concept — both teachers and students — things become a little easier. Read more: Adopting the asynchronous mindset for better online learning. Challenging.

LMS 334
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The pivotal role of edtech in the hybrid classroom

Neo LMS

This post was originally published in eSchool News , on December 14, 2020. In particular, students and educators saw their usual routine completely turned upside down. They were unprepared for the vast impact the virus would have on how students learn and education settings operate. It improves student engagement.

EdTech 348
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How Research-Informed Games May Result in Deep Learning Experiences

Edsurge

Games can be particularly effective for engaging learners, promoting active participation and motivating students, both in and outside of the classroom. But for SplashLearn CEO Arpit Jain, it is important to make a distinction between gamification and game-based learning (GBL).

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61 predictions about edtech, equity, and learning in 2022

eSchool News

As we wrapped up 2020, we thought for sure that 2021 might bring us a reprieve from pandemic learning. Virtual and hybrid learning continued into the spring, but then classrooms welcomed back students for full-time in-person learning in the fall. With COVID-19 we learned lessons that will carry over into 2022.

EdTech 145