Remove Assistive Technology Remove Gamification Remove Libraries Remove Video
article thumbnail

6 Assistive Technologies That Can Help Students Reach Their Full Potential

EdTech Magazine

6 Assistive Technologies That Can Help Students Reach Their Full Potential. As the number of these students continues to grow, teachers and educators are increasingly turning to assistive technologies to help students across all ranges of ability learn more effectively and reach their full potential. . eli.zimmerman_9856.

article thumbnail

12 Ways to Use Videos for Learning in the Classroom

ViewSonic Education

Using video for learning in the classroom has been around for decades, but with the growth of digital technology in recent years, the range of opportunities is now greater than ever before. These days, video resources are readily available online, and teachers can make use of them in a much more integrated way.

Video 456
Insiders

Sign Up for our Newsletter

This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

article thumbnail

6 Benefits of Immersive Learning with the Metaverse

ViewSonic Education

At the same time, because the metaverse is also being used in areas like social media and the creation of video games, its use as an educational tool has not necessarily been fully understood by all. In general, the current generation of students is more likely to engage with gamification elements or with social media platforms.

Learning 327
article thumbnail

How To Teach Tech-Savvy Students Using Metaverse Avatars

ViewSonic Education

It is also important to understand that there are different ideas about how to integrate the metaverse into the sphere of education, with some prioritizing gamification. A simple way to understand it may be through a comparison to a video game character. On the other hand, others emphasize social experiences or boundless learning.

How To 316
article thumbnail

Technology in the Classroom: The Complete Guide

ViewSonic Education

Depending on the material being presented, computers also present an opportunity for adding more media to lessons, gamification, and connectivity with either classmates or instructors. Even smart projectors won’t be able to do much more than playing a video or slideshow without streaming from another device. Promotes collaboration.