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Is Augmented Reality Technology The Future of Education ?

Kitaboo on EdTech

Augmented reality is a technology with which one can enhance reality by adding a layer of information which is superimposed over the actual visuals. To put it simply, users see layers of digital information covering real-world images, which can improve their experience and understanding of reality. Gamification.

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Technology won't replace teachers, but.

Learning with 'e's

The Librarian's Information Literacies Annual Conference was well attended, and just as lively in its dialogue throughout the three days it ran. Day 2 continued with more of the same, and it was refreshing to see so many library and information professionals animatedly discussing their approaches to supporting learning.

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3 Easy Ways to Gamify Your Classroom with Kahoot

Fractus Learning

Purposeful gamification can allow for personalized learning , increased student engagement , and greater creativity. ( For more information about why you should integrate gameplay into your instruction, see this Fractus post by Rebecca Davies ). But what if you’re new to gamification?

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5 Ways I’ve Redesigned My Rubric and You Should Too

techlearning

My rubric had too much information. Until Next Time, GLHF cross-posted at Teched Up Teacher Chris Aviles presents on education topics including gamification, technology integration, BYOD, blended learning, and the flipped classroom. I can statements came to mind. We can always do better and we teachers are better together.

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Resources from Miami Device

Learning in Hand

Google Forms - The Swiss Army Knife of Google Apps by Jennifer Guevara Baselice Collecting information is something we do on a daily basis. With Google Forms it is super easy to collect this information and so much more! Using gamification, the most motivational aspects of games in non-game settings, has changed the game of school.

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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.

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Trends to watch in 2015: education and technology

Bryan Alexander

The forthcoming Horizon Report thinks BYOD is one of the two major tech trends for 2016. Gaming and gamification should continue to attract experimental and creative faculty, plus allied staff, but that looks like a very slow growth area for now. Informal learning via digital tools seems to be growing ( cf Jimbo Wales ).

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