Remove Accessibility Remove Gamification Remove Groups Remove Mobility
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Metaverse Education: What’s Next for Virtual Learning?

ViewSonic Education

These types of virtual platforms are part of what is known as the gamification of learning, which is the use of gaming elements to improve student engagement and overall enjoyment. Not all virtual or metaverse platforms are focused on gamification, though. Not all virtual or metaverse platforms are focused on gamification, though.

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How K–12 Classrooms Can Benefit from Robotics

EdTech Magazine

Access to social technologies combined with an increasing recognition of the need for unstructured play and flexible learning environments has prompted pedagogical shifts that help students engage, rather than simply observe. After a basic introduction to concepts or events, students work in groups to engage with what they’ve learned.

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Revolutionize Your Workforce with Cutting-Edge Training Apps

Kitaboo on EdTech

As the mobile learning market surged to $68.36 These apps offer flexibility, speed, and efficiency, making learning accessible anytime, anywhere. These apps offer flexibility, speed, and efficiency, making learning accessible anytime, anywhere. Your corporation’s success hinges on a skilled, up-to-date team. Wrapping Up!

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How to Gamify Professional Development

EdTech Magazine

While traditional professional development is important — in-person and group education — today’s teachers need access to fast approaching and more relevant opportunities that cater to their personal goals. . Digital breakouts, which use Google Forms among other tools, represent a type of gamification.

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Empower Education: Interactive Workbooks for Schools

Kitaboo on EdTech

Empowering Education: Key Features of Interactive Workbooks Multimedia Integration Interactive Exercises Customizable Content Assessment Tools Gamification Elements Accessibility Features III. They empower students to take control of their learning journey and access educational resources at their convenience.

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Revolutionize Learning: Interactive Textbooks for Enhanced Engagement

Kitaboo on EdTech

Enhance Student Participation Promote Adaptive Learning Techniques Improve Practical Comprehension Boost Content Accessibility Better Collaboration Improve Recall and Retention Improve Course Completion III. For example, digitized group quizzes with automated scoring and competition help students with teamwork and promote healthy competition.

eBook 52
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Why your young students love e-learning

Neo LMS

You’re probably familiar with the notion of gamification — the use of gaming principles and mechanics in a non-game context, like learning. Gamification is all about data. E-learning is mobile. Kids live in the same world as we do, and they keep up pretty well in terms of mobile devices ownership.