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Metaverse Education: What’s Next for Virtual Learning?

ViewSonic Education

Educators can also interact within these digital learning spaces using their own avatars, resulting in a classroom situation within a virtual learning environment. The learning potential goes much further, as the surrounding virtual space can easily be changed to suit the lessons being taught. .

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The Future of eLearning - 10 Trends To Be Aware Of

ViewSonic Education

To that end, we’ve identified 10 trends that we believe indicate the future of eLearning and its role in the classroom. Adaptive Learning. Now, teammates can offer insight and support from anywhere, whether it be their classroom, their homes, or their nearby coffeeshops. Gamification.

Trends 397
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6 E-learning trends currently shaping up the industry

Neo LMS

Some current trends that shape up the e-learning industry at the moment are rather new, others are currently under the spotlight, while others are proven tactics that will continue to lead to great results. AR, VR, MR. These two-letter acronyms are omnipresent lately in e-learning conversations. Mobile learning.

Industry 274
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How Can Technology Help Improve Teaching Efficacy in a Classroom?

Kitaboo on EdTech

With EdTech gaining ground, educational institutions, including schools and higher education institutions are increasingly leveraging the advances in technology to support their classrooms. For instance, gamification allows the packaging of lessons in the form of games.

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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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Speaker at the Global EdTech Summit 2017

EdTech4Beginners

Gamification: Discover Innovative Ways to Engage Students through Gaming. Social Media Learning: How To leverage Social Media in the Classroom. Mobile Learning: Portable Classroom Interaction. I will be presenting the use of scannable technology in the classroom. Technology Funding for Schools.

EdTech 100
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14 Effective Self-Directed Learning Strategies

Educational Technology and Mobile Learning

Mayer in his work on multimedia learning. Gamification The use of game mechanics like points, badges, and leaderboards can make the learning process more engaging. Yu-kai Chou’s Octalysis framework is a great starting point for understanding the nuances of gamification in education.

Strategy 138