Remove Accessibility Remove Document Remove Game-Based Learning Remove Gamification
article thumbnail

7 Digital tools for student engagement across all grade levels

Neo LMS

To engage students, we need tools that work well regardless of where learning is taking place — hybrid, virtual or in-person. Documents, images, text can be added to each slide in the lesson for students to interact with. Gimkit is one of many game-based learning tools available and it has been a favorite of my students each year.

article thumbnail

How an LMS can help teachers keep older students engaged

Neo LMS

A version of this post was originally published on February 4, 2020, in Open Access Government. No lost documents anymore! Self-paced learning. A cloud-based LMS allows students to go through learning materials at their own pace. Game-based learning. Collaboration and communication.

LMS 258
Insiders

Sign Up for our Newsletter

This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

article thumbnail

Top 5 new EdTech tools that you might use in your university

Neo LMS

Game-based learning. The best way to acquire and retain knowledge is by learning through games. Modern educators know this very well, so they’ve come up with many different ways to incorporate gamification elements into the everyday classroom environment. But what is the purpose of gamification ?

EdTech 347
article thumbnail

It’s 2020: Have Digital Learning Innovations Trends Changed?

Edsurge

The primary trends identified by the team were: adaptive learning, open education resources (OER), gamification and game-based learning, MOOCs, LMS and interoperability, mobile devices, and design. To those working in higher education, some of the trends presented by the team may not have come as a surprise.

Trends 199
article thumbnail

Self-Paced E-Learning Market Evaporating, Report Finds

Marketplace K-12

-based Ambient Insight, predicts a five-year compound annual growth rate, or CAGR, of negative 6.4 According to the document, “the recent steep declines in the e-learning industry essentially mean that the e-learning era is effectively over. Unstable Economies Impact E-Learning Market.

Report 70
article thumbnail

A Dictionary For 21st Century Teachers: Learning Models & Technology

TeachThought - Learn better.

Game-Based Learning. Learning through games (from physical to digital). Gamification. The application of game-like “encouragement” mechanics to non-game entities. Put another way, it is making a game out of something that’s not. Mobile Learning.

article thumbnail

K-12 Tech Innovation News

eSchool News

These devices and tools empower teachers to create engaging lessons, fostering a more interactive and collaborative learning experience. The proliferation of educational apps and online resources has expanded learning beyond the confines of textbooks.

Trends 98