Remove Accessibility Remove Gamification Remove Presentation Remove Smartphone
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Smartphones in the classroom: friend or foe?

Neo LMS

But with today’s smartphones, can this still be the case? In the pre-smartphone era, when traditional mobile phones – or “dumb phones”, how I like to call them – ruled the world, students simply couldn’t use their phones for learning. Fast forward to the present day. Smartphones and the AIDA approach.

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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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Technology in the Classroom: The Complete Guide

ViewSonic Education

Then see some common modern additions to the classroom ranging from computers to smartphones. 1990 – The Internet brings about unprecedented access to information. These tend to be the challenges for any new technology, however, and as interactive whiteboards become more accessible they will continue to grow in popularity. .

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TCEA 2018: Educators Meet in Austin to Discuss the Future of the Classroom

EdTech Magazine

This annual event brings together educators, administrators and IT leaders to discuss innovative tips on everything from professional development and classroom tech to thought leadership on accessibility. 5-9, TCEA 2018 is expected to boast more than 8,000 attendees, 1,000 sessions and 450 exhibitors from a variety of tech companies.

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5 Resources to Gamify Student Writing

Ask a Tech Teacher

Educade gives you gamification resources for science, math, social studies, language arts, business, health and wellness, engineering, and more. This is your doorway to gamification. You’ll get access to 30+ games that teach skills in English language acquisition, science, and math. Don’t resist the process of gamification!

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And the top e-learning trends for 2016 are.

Neo LMS

It was the age where almost everyone owned a smartphone - whether it was Android, Apple or Windows Phone. Second, the introduction of gamification. Initially thought by some experts and even teachers as a gimmick , gamification quickly caught the interest of the ed tech world, because the best way to teach students is to play games.

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Why Consider Mobile Learning? (Infographic)

Kevin Corbett

By 2015 80% of people will be accessing the Internet from mobile devices. 3.65% of information searches started on a smartphone with 64% of these searches continued on a PC or tablet. 4.99% of mobile learners believed the format and presentation enhanced their learning. Source: [link]. The post Why Consider Mobile Learning?