Remove BYOD Remove Classroom Remove Gamification Remove Software
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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. So this is what happened in 2015.

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Using a school LMS to deliver PD for teachers

Neo LMS

They create courses, give access to all sorts of learning materials online, use gamification features, design learning paths, encourage online collaboration, monitor student progress, do grading, and so on. The use of technology in the classroom is almost equal to providing students with the best ways of reaching success.

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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. Projection-based AR : In this case, AR software sends light to an object which creates an interactive dashboard in a real environment. Gamification.

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

TeachThought - Learn better.

Purpose: Improving our chance for a common language in discussing existing and emerging learning trends, model, and technology in hopes of innovation in classrooms, and collectively, education at large. ” BYOD programs allow students to use their own technology (usually smartphone or tablet) in a classroom. Gamification.

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BEST OF SHOW AT TCEA 2018

techlearning

The TravelMate Spin B1 (TMB118) convertible notebook features a 360-degree hinge that allows the device to be used in four versatile modes that facilitates all aspects of classroom learning, including Stand and Tent modes for group projects and sharing. The device connects easily to peripherals via Bluetooth 4.0, port, one USB 2.0 No plugins.