Remove BYOD Remove Flipped 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. Classrooms will finally become cloud-centric. Flipped classrooms will be the norm.

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Is Augmented Reality Technology The Future of Education ?

Kitaboo on EdTech

Projection-based AR : In this case, AR software sends light to an object which creates an interactive dashboard in a real environment. Gamification. The Importance of eBooks in a Flipped Classroom | Flipped eBooks. Applications of Augmented Reality in Education: Enables discovery and learning. Objects modeling.

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

TeachThought - Learn better.

BYOD programs allow students to use their own technology (usually smartphone or tablet) in a classroom. 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. .”