Remove Accessibility Remove Gamification Remove Smartphone Remove Student Engagement
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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. 2) Relatable to Modern Students (Digital Natives) .

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Smartphones in the classroom: friend or foe?

Neo LMS

The combination of students and mobile devices in the classroom has long been a debate topic among education professionals. The use of mobile devices during classes is often regarded as an element of distraction for students. But with today’s smartphones, can this still be the case? Smartphones and the AIDA approach.

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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. Schools and colleges which have introduced digital textbooks in their classrooms have seen heavy textbooks disappear from their students’ school bags, thus, lightening their physical load.

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Top 10 Digital Tools for the Classroom

Kitaboo on EdTech

Content published via KITABOO is accessible both online and offline and works across platforms & devices (iOS, Android, Windows). KITABOO is one of the best digital tools for the classroom because its content is designed for bite-sized learning with knowledge nuggets, interactive assessments and gamification.

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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. DRM protection ensures that only people with permissions can access the content. You can create an audiobook for students to listen.

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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. Teachers will have to put up an even bigger fight for their students’ diminishing attention. Gamification will provide the necessary motivation, engage learners, and bring back the fun element in the learning process.

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

Edsurge

Many educators find that gamifying learning keeps students engaged. 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.

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