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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. Top 10 BYOD concerns and how to overcome them [Part 2].

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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. And mixing up gaming with learning makes the latter even more fun. 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. There are many ways in which an LMS with a comprehensive feature set can assist teachers in delivering their best instruction.

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How Any Teacher Can Use Lee Sheldon’s Multiplayer Classroom Model

The CoolCatTeacher

But with Airplay and also a cool tool called LightCast, every single device in my BYOD classroom can broadcast to the Jtouch display at the front of my classroom. Why Lee Sheldon hates the term “gamification” and what term he uses instead. Educator Resources from this Episode. How teachers can be Game Masters.

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Shall We Play a Game (& Learn)?

Baker's B.Y.O.D.

Since chatting with Tom Driscoll via Google Hangout and Brian Germaine at the EdSurge RIDE event in the Fall , meeting up with Chris Aviles at Techspo14 , viewing Mr. Lewis'' Edmodo Webinar on Gamification , and engaging with my #TeamMAITs in class, I''m intrigued by the didactic nature of games. I also have all groups set to read-only.

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Resources from Miami Device

Learning in Hand

Luckily, many generous presenters at Miami Device shared their resources, notes, and handouts digitally. Using gamification, the most motivational aspects of games in non-game settings, has changed the game of school. Imagine having all of your lesson resources available to all of the student devices, including apps, videos, files etc.,

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10 Experts’ Predictions for Education and Technology in 2016

GoConqr

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. One of the biggest EdTech trends in 2016 and for the years to follow will be gamification. GoConqr Click To Tweet. Contributors.