Smartphones in the classroom: friend or foe?


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. Smartphones and the AIDA approach.

Why your young students love e-learning


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. What makes them particularly appealing to students is the fact that they can access learning apps on tablets.

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The Mobile Learning Imperative in Higher Education

Kevin Corbett

52% of children now have access to a smartphone or tablet. 57% of college students use a smartphone (2013 data seems low to me). The post The Mobile Learning Imperative in Higher Education appeared first on | elearning, mobile learning, gamification and more.

4 Reasons why an LMS is an excellent tool for your language classes


A learning management system is usually customized to work perfectly on any computer, tablet or smartphone, so students and teachers will have a great experience using it whenever they want on the device of their choice. Read more: 3 Gamification principles for a gamified learning environment.

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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.

Innovation In E-learning In The Last 10 Years


Let’s take a look at the some of the innovation in E-learning industry in the last 10 years: The Usage of Smartphones. Smartphones have become an essential part of our lives. According to a Google report , almost 80% people don’t exit their homes sans smartphones. This is the level of vitality of smartphones which makes it necessary for the e-learning industry to introduce mLearning, i.e., mobile learning on a large scale. Gamification in the Learning Process.

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And the top e-learning trends for 2016 are.


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. Students and teachers will both have quick and easy access to their learning materials because they’re saved to a common repository - the cloud.

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How to Use Digital Textbooks in the Classroom

Kitaboo on EdTech

The use of digital textbooks in classrooms is growing in the face of the easy availability of smartphones and the Internet. Digital textbooks are, on the other hand, available for use on smartphones and tablets.

Disruptive technologies in Education industry


Gamification. Minecraft, Mathletics are some of the popular gamification apps that are in use across many schools. From ancient gurukuls to blackboards to Virtual Reality headsets, the way education has been imparted has transformed drastically over the last few decades.

Are eTextbooks The Next Big Thing in K-12 Education?

Kitaboo on EdTech

Well, they sure are cute, but what you need to really notice here is that they are already familiar with how to use a smartphone! Slowly but surely, they have realized that smartphones and tablets can also be utilized for educational purposes, and that’s how etextbooks became mainstream.

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

8 Reasons to Create Interactive Textbooks for Engaging K-12 Students

Kitaboo on EdTech

The main concern while publishing content is the quality of the final output which will be accessed by students. Once published, the etextbooks should be easily accessible by the users. DRM protection ensures that only people with permissions can access the content.

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Are You Prepared For The Future Of Social Learning?

TeachThought - Learn better.

For the current generation of “digital natives” who start using tablets and smartphones even before they can talk, social learning is not an alternative but an inherent way of life. Content gamification is yet another vital aspect of social learning.

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Why Consider Mobile Learning? (Infographic)

Kevin Corbett

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. 6.46% of mobile workers would pic a smartphone over a tablet or a laptop as their favorite device.

Five Ways Teachers Can Use—and Create—Augmented Reality Experiences


They can require students to take photos of objects to demonstrate their understanding of the material, or allow them to access content with an inexpensive VR viewer like Google Cardboard. Digital puzzle boxes — breakouts Teachers can create activities similar to those in BreakoutEDU, but instead they configure a set of challenges on a computer, and students engage with these challenges via a smartphone, tablet, or Chromebook.

International ed tech and pedagogical projects: notes from INTED 2017

Bryan Alexander

Gaming: many examples of people using games for learning, or gamification for public good (public health, for one). Interesting studies and projects, from using MOOCs on mobile devices to former colonies accessing courses created by their prior colonizers.




CLASSLINK ONECLICK ClassLink OneClick technology enables access to Web-based, Windows, and Google applications, and instant access to files at school and in the cloud. Tech & Learning has announced the winners of the TCEA Best of Show Awards.

10 Experts’ Predictions for Education and Technology in 2016


One of the biggest EdTech trends in 2016 and for the years to follow will be gamification. Gamification will provide the necessary motivation, engage learners, and bring back the fun element in the learning process. Many universities, like Stanford, have caught on to that trend and are already offering courses and degrees in gamification. The most common device among students is the smartphone.

AV that Makes the Grade


Interactive whiteboards that are easy to use, offer cloud access, and have more budget-friendly price points appeal to modern school districts that may want to standardize. She believes that gamification is the “first step” for K-12 and Virtual Reality.

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

TeachThought - Learn better.

” BYOD programs allow students to use their own technology (usually smartphone or tablet) in a classroom. Gamification. An acronym for Massively Open Online Course, a digital course that allows asynchronous access to content.

What you Need to Know about K-12 Fundraising Tech

Technology Tidbits

If your students aren’t yet connected to the internet and social media via their smartphones, it’s almost certain that their parents are. Encourage a little friendly competition by choosing online donation tools that offer gamification elements such as leaderboards. Choose online fundraising tools that offer comprehensive reporting features that you can access at any point during your fundraiser.