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MDM solutions and gamification make perfect interactive learning partners

eSchool News

To facilitate effective teaching and learning, modern schools must equip every classroom with interactive touchscreens and utilize gamification techniques. Understanding the Basics of Gamification in Education Gamification means adding interactive gaming elements to processes such as learning.

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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
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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. percent in the next five years.

Report 70
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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.

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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 99
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65 ways equity, edtech, and innovation shone in 2022

eSchool News

Many silver linings emerged and digital learning cemented itself as a “must have” in schools. Equity remained front and center, too, raising issues of inequitable technology access, along with racial and socioeconomic disparities and discrimination. Access to interactive experiences, 3D drawings, site visits, etc.

EdTech 110