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How Can K-12 Schools Improve Learning Outcomes with Technology?

Kitaboo on EdTech

The report further states that by 2025, there would be 15 million users of educational AR worldwide, amounting to a $700 million market. While games are for fun, gamification has elements such as point scoring, competition features, rules of play etc., Several quizzes are embedded in the platform which are actually games.

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Learning Revolution Newsletter - Weekly Free Event Calendar - Conference Keynotes Update - Edcamp USDOE - Digital Citizenship

The Learning Revolution Has Begun

Conference strands include Game-Based Learning: How to Use Games in Educational Settings, Games & Assessment, Connecting Educators With Game Developers: Make Your Voices Heard, Students as Content Creators & Game Designers, Research on Game-Based Learning, and Professional Development.