Remove Blended Learning Remove Game-Based Learning Remove Gamification Remove Mobility
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How Can K-12 Schools Improve Learning Outcomes with Technology?

Kitaboo on EdTech

Thus, with digital technology, students can learn at their own pace, try out various activities and learn by doing. Gamification: Let’s be honest – given a choice between playing a game or solving Math problems, students would definitely prefer playing a game. Games can be used to liven up classroom teaching.

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It’s 2020: Have Digital Learning Innovations Trends Changed?

Edsurge

The primary trends identified by the team were: adaptive learning, open education resources (OER), gamification and game-based learning, MOOCs, LMS and interoperability, mobile devices, and design.

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50 Alternatives To Lecturing

TeachThought - Learn better.

We were going to include several videos and frameworks, but that makes the post clumsy and slow-loading on smaller mobile devices. Scenario-based learning. Game-based learning. Project-based learning. Learning through projects. Problem-based learning. Mobile learning.

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

TeachThought - Learn better.

BYOD is often seen as a way of solving budget concerns while increasing the authenticity of learning experiences , while critics point to the problems BYOD can cause for district IT, privacy concerns, and more. Blended Learning. Blended learning is a learning model that combines digital and face-to-face learning experiences.

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15 Sites for Blended Learning

Technology Tidbits

What is Blended Learning? It's a smorgasbord of teaching strategies that uses analog and digital technologies to teach and learn. 3] Proponents of blending learning cite the opportunity for data collection and customization of instruction and assessment as two major benefits of this approach. [4]

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7 Shifts To Create A Classroom Of The Future

TeachThought - Learn better.

In short, the shift from purely academic standards to critical thinking habits supports personalized, 21st century learning through a preceding shift from institution to learner. Game-Based Learning & Gamification. Connectivism.