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Anniversary edition: Top 10 posts of the NEO Blog

Neo LMS

From well-known subjects of education technology, like BYOD and gamification, to technical aspects regarding school LMSs, to trying to guess the future, the NEO Blog covered it all in its rather short existence. Gamification in the classroom: small changes and big results. Can Pokemon Go be part of the classroom?

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And the top e-learning trends for 2016 are.

Neo LMS

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. Cloud classrooms will become the norm. Classrooms will finally become cloud-centric.

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Is Augmented Reality Technology The Future of Education ?

Kitaboo on EdTech

A big disadvantage of using the traditional Instructor-led classroom is its inability to address individual learner needs, leading to a lack of attention and interest among students. Gamification. The Importance of eBooks in a Flipped Classroom | Flipped eBooks. This is where modern technologies like Augmented Reality come in.

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Your midsummer ed-tech check-in

eSchool News

They all help classroom teachers and education leaders leverage education technology in the best ways possible. For students at Central Valley middle and high schools, accessing classroom lessons rarely involves opening a book. Top BYOD tools for the Common Core classroom. 5 ways to gamify writing in the classroom.

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Technology won't replace teachers, but.

Learning with 'e's

As the #lilac13 Twitter stream will reveal, there were lively and protracted debates around the changing nature of library spaces, the nature of knowledge, the future of books and reading, and the impact of digital media. Most teachers use some technology in the classroom, but how many use it beyond the walls of the classroom?

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10 Experts’ Predictions for Education and Technology in 2016

GoConqr

Technology and the classroom – major trends and challenges. With an increased presence of BYOD and 1:1 programs in classrooms, schools today are faced with the challenge of transforming traditional learning spaces to seamlessly connect pedagogy, technology, and space. Russell Stannard (Educational Technologist, UK).

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Resources from Miami Device

Learning in Hand

Create Multimedia eBooks in a 1 iPad Classroom by Wesley Fryer Enhanced eBooks on iPads, iPhones and iPod Touches can include audio, video, and interactive animations in addition to digital text, images and links. Learn how to evaluate digital games for effectiveness in the classroom and learn the difference between an App and a Game.