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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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The Learning Revolution Has Begun

Tag your questions #eduquestion or post them on our Facebook page or Google+ community. Share your experience with game-based learning with an audience of game developers and peer educators! Education Revolution Google+ Community Too Cool For School - Innovative Teachers Abound! Classroom 2.0