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. As a teacher, you could try to ban the use of smartphones in your classroom, but don’t hope for the most popular teacher award in your school. Smartphones and the AIDA approach. The post Smartphones in the classroom: friend or foe?

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. Or this: when two people argue over what is the capital city of Brazil, do you think they pause their conversation until they get home to their desktop PCs and look up that piece of information, or they just pull out their smartphones and end the discussion then and there? Kids are our future.

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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. Infographic Mobile Learning #highered Higher Education infographic mlearning smartphones in college The Mobile Learning in Higher Education [ INFOGRAPHIC ].

Innovation In E-learning In The Last 10 Years

EdTech4Beginners

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

Neo LMS

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. Even more importantly, written messages exchanged in study groups are archived and can be accessed later as needed. Gamification added to quick feedback is an excellent motivator for engaging students, as it encourages them to stay focused on their learning process.

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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. If you’re planning to start using tablets and smartphones in the classroom or you’re already doing that, then you should pay attention to every update at this website. You’ll get access to 30+ games that teach skills in English language acquisition, science, and math.

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. 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. The interactive features that form part of digital textbooks have captured the attention of both students and teachers, providing the former a more engaging and immersive experience and allowing the latter easy access to online resources to supplement their teaching. Digital textbooks are, on the other hand, available for use on smartphones and tablets.

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’s TechNotes Blog reports that Matlin will discuss accessibility and her app “Marlee Signs,” which leverages mobile devices to teach American Sign Language. TCEA 2018: Educators Meet in Austin to Discuss the Future of the Classroom. meghan.bogardu…. Mon, 01/15/2018 - 10:32.

Disruptive technologies in Education industry

EdSense

Gamification. Minecraft, Mathletics are some of the popular gamification apps that are in use across many schools. With the world working in being more inclusive, schools are investing on assistive technology to provide learning that is accessible to all students like those with learning disability or physical impairment. 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. Improves Motivation Through Gamification. By including gamification techniques, students are given points for completing assignments on time, scoring well in quizzes etc.

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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. For this reason, publishers usually opt for a content delivery platform that is compatible with multiple operating systems and on different devices- be it a smartphone, tablet, laptop or a desktop computer. DRM protection ensures that only people with permissions can access the content.

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

Edsurge

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.

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. 10.Students with smartphones are twice as likely to study between 6am and 8am. Infographic) appeared first on | elearning, mobile learning, gamification and more.

10 Experts’ Predictions for Education and Technology in 2016

GoConqr

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.

Are You Prepared For The Future Of Social Learning?

TeachThought - Learn better.

Formal learning systems have in some cases been slower to adopt this model, rightfully concerned with accuracy of material and consistency; yet with ever increasing numbers of individuals accessing information in learning environments, the necessity of these formal systems to adopt technological change is very clear. Due to the multiple access points of information, students need less direction to find a particular piece of knowledge.

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BEST OF SHOW AT TCEA 2018

techlearning

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. Accessible from any computer, tablet, or smartphone, ClassLink is ideal for 1:1 and Bring Your Own Device (BYOD) initiatives. Tech & Learning has announced the winners of the TCEA Best of Show Awards.

AV that Makes the Grade

techlearning

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. time_continue=101&v=e2DQ-Ro1aRY 3 AGILE VIDEO MEETS LEARNERS ANYWHERE The Plum Borough School District’s TV Production broadcast reaches the broader Pittsburgh region via community access channels and the school district’s YouTube channel.

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. Learning can unfold in a variety of ways: people can use mobile devices to access educational resources, connect with others, or create content, both inside and outside classrooms.

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.

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. Some similar problems, though, with different levels of mobile access (network and device). This basically builds out a computer classroom on the fly, for people lacking both internet access and devices.

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Looking backward and forward

Kathy Schrock

With a simple app on a smartphone, such as Google Street View ( iOS | Android ) to create the image and a set of low-cost headsets, students can both share and view images from around the world. The lesson I learned with Pokemon Go is not that gaming and gamification are essential to learning. I recommend a mix of devices in a school setting so students and teachers have access to the best tool for the job!