How Students Respond to Digital Media in the Classroom


Gone are the chalkboards and allergy-inducing erasers of old classrooms. Students receive personal devices, like a tablet or laptop, to use as part of the curriculum. Here’s how digital media has an impact in the classroom — and how it might shape the future of education.

New Ways to Gamify Learning

Ask a Tech Teacher

But those webtools exemplify where the gamification of education started. Their approach is good but way down the SAMR pyramid to what can be done today, easily, in classrooms. All you need is a special app that loads onto a tablet or smartphone. More on SAMR and Gamification.

The blossoming partnership between classroom tech and the collaborative learning experience


In today’s article, we’re looking at classroom tech and how it can create a more engaging, interactive and collaborative learning experience for students. The evolution of classroom tech. Tracing classroom tech back to its roots offers an interesting context for today’s partnerships.

Why your young students love e-learning


Some people even lobby for a right to technology for every student, in the hope of making the presence of laptops and tablets in classrooms as spread as that of blackboards and notebooks. Gamification is all about data. E-learning Gamification K-12 Teachers

Supercharge Classroom Participation with Chromebooks


You look across your classroom, hoping for thirty hands raised amongst thirty engaged minds – but you’re instead met with a familiar scene. So here they are, four amazing Chromebook Apps you need to try out in your classroom for 100% student participation: NearPod.

Is All the Technology in Modern Classrooms a Good Thing?

EdNews Daily

Companies are creating technology-based products specifically for the classroom, and many schools and institutions are requiring students to use tablets or computers for their assignments. The inclusion of technology in classrooms is constantly increasing.

Digital classrooms

Learning with 'e's

A few years ago Peter John and I wrote a book entitled 'The Digital Classroom'. Everyone in the world of education it seems, has an interest in how technology is going to influence what we do in the classroom. Much more learning will be done outside of the classroom.

Why students love a game-based learning experience


Gamification in learning is an established trend, and uses the core elements of what make games fun – mastery, narrative, instant feedback, competition, and reward, to create new ways for learners to internalize information.

How to Use Digital Textbooks in the Classroom

Kitaboo on EdTech

The use of digital textbooks in classrooms is growing in the face of the easy availability of smartphones and the Internet. The idea and practice of using digital textbooks in classrooms represents a new trend in education.

4 Reasons why an LMS is an excellent tool for your language classes


Although conventional lessons that take place in a classroom are the norm and are probably here to stay, bringing an LMS into the learning process can definitely improve learners’ engagement. An LMS gives everyone the possibility to keep up with what is going on in the classroom all the time.

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Digital classrooms

Learning with 'e's

A few years ago Peter John and I wrote a book entitled 'The Digital Classroom'. The idea of a 'classroom' (regardless of how anachronistic that may sound) is appealing when it is 'digitised'. Much more learning will be done outside of the classroom.

3 Easy Ways to Gamify Your Classroom with Kahoot

Fractus Learning

One of education’s hottest buzzwords these days is g amification: the integration of games into classroom instruction to enhance student learning. Purposeful gamification can allow for personalized learning , increased student engagement , and greater creativity. (

Gaming, VR Exploring, and App Building: The Ellis Island Hack-A-Thon


Students should keep the QR code open on their Chromebooks and check to make sure it opens with phones and/or tablets. NOTE: To make a button on the home screen of a phone or tablet: Distribute the URL to users and instruct them to add a “Home Screen” button.

Digital Transformation in the Education Sector - A Guide to Education Technology

ViewSonic Education

Short for educational technology, EdTech refers to a branch of technology that is used to enhance classroom learning. These may range from media integration to live annotation and gamification, but honestly, the only limitation is the teacher’s creativity and technological literacy.

mLevel’s Top 3 Learning and Development Lessons Of 2017


Hear from a few of our team members on what they’ve explored about learning, microlearning, gamification, corporate challenges, and more in 2017. It is very likely that that content was also delivered in multiple formats using gamification. I love applying mLevel’s microlearning and gamification platform to create a process that optimizes traditional event driven training. Learning Learning Technologies Learning & Development Microlearning Gamification

5 Resources to Gamify Student Writing

Ask a Tech Teacher

If you don’t do anything to make the studying material more appealing, you can’t expect great engagement and results in your classroom. If you don’t do anything to make the studying material more appealing, you can’t expect great engagement and results in your classroom.

And the top e-learning trends for 2016 are.


There are those who are already replacing their full-blown laptops with a more portable tablet. 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. Here we go… Cloud classroom In 2015, cloud integration was the norm and most learning resources were already starting to be cloud-integrated.

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Technology won't replace teachers, but.

Learning with 'e's

Most teachers use some technology in the classroom, but how many use it beyond the walls of the classroom? LLT2013 Technology #LILAC13 education mobile learning learning Gamification Bellshill Academy library and information BYOD

18 powerful technology tools and trends for 2018

eSchool News

Technology changes so rapidly that the newest tablets, phones, and tools are often outdated within a couple years. But educators can take their classrooms to the next level, and they can innovate, if they know which technologies to keep on their radar.

How to Play: Models for Game-Based Learning #SXSWedu


Focus on player experience rather than classroom ecology. Thinking of ways to bring this to the classroom. Check for feasibility - Can it be learned in the classroom? A: Working on games on tablets that can be played with multiple touch. gamification sxswedu Notes from a panel session at SXSWedu 2013 [link] Teaching is a complex undertaking. Learning is a deep challenge. Schools are messy.

Kid-created Games That Teach

Ask a Tech Teacher

Wikipedia defines “gamification” as: “an educational approach to motivate students to learn by using video game design and game elements in learning environments. GameSalad is one of several on this list that focus on classroom use. Gamification lesson plan.

Interactive presentations: a round-up


When you look at the faces around you, in your audience or your classroom, or increasingly, in remote spaces with folks you cannot see, you just don’t really know if anyone is with you. flipped classroom presentation technology flipped instruction interactive presentations

Are eTextbooks The Next Big Thing in K-12 Education?

Kitaboo on EdTech

Slowly but surely, they have realized that smartphones and tablets can also be utilized for educational purposes, and that’s how etextbooks became mainstream. Improves Motivation Through Gamification. Here’s more on How to Use Digital Textbooks in the Classroom.

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Impact funds pour money into ed tech businesses

The Hechinger Report

The Classcraft product is a piece of software that turns classroom behavior into a game. One of the main things Classcraft plans to do with its new money is build its sales force to sell its gamification software for social-emotional learning to schools.

Five Ways Teachers Can Use—and Create—Augmented Reality Experiences


On the screen, she saw her classroom just as though she were using the camera, but with one startling difference: There was a zombie floating in front of her. Using the camera in our phones or tablets, augmented reality (AR) overlays objects—characters, scenery, animations—onto the physical world, and allows users to interact with those objects. Let’s look at some ways teachers are already using AR in the classroom: More from Metaverse.

How To Make Learning Visible: A Spectrum

TeachThought - Learn better.

As levers of gamification , however, they have the potential to uncover the nuance of performance, as I explained in that post. Imagine the icons on your phone or tablet as symbols of something important attempted or accomplished by a student. How To Make Learning Visible: A Spectrum.

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8 Reasons to Create Interactive Textbooks for Engaging K-12 Students

Kitaboo on EdTech

For this reason, publishers usually opt for a content delivery platform that is compatible with multiple operating systems and on different devices- be it a smartphone, tablet, laptop or a desktop computer. Make the Course Interesting with Gamification.

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A Brilliant Resource For Students That Think They Hate Writing

TeachThought - Learn better.

That’s why I left the classroom to help develop a solution: BoomWriter , a free, interactive, web-based platform for group writing that engages students in writing projects for all subject areas to help them improve their vocabulary and develop their nonfiction writing and storytelling skills.

Why Are We Still Personalizing Learning If It’s Not Personal?


That can result in teachers putting tablets in front of kids, letting the technology do the work, and meanwhile calling it “personalized learning” when it’s anything but that. In classrooms where the primary mode of personalization is hyper-individualized, technology-driven curriculum, we find our children siphoned off into silos, taking away valuable points of convergence. Many of these programs are designed using gamification techniques.



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.

10 Experts’ Predictions for Education and Technology in 2016


Technology and the classroom – major trends and challenges. 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. Many online learning platforms can be used with smartphones, tablets, and desktop computers.

6 benefits of using apps with young children

The Cornerstone for Teachers

Most elementary school-age students don’t remember life without computers, tablets and mobile devices. We have successfully employed many of the best techniques and strategies for developing valuable school and classroom apps.

International ed tech and pedagogical projects: notes from INTED 2017

Bryan Alexander

Gaming: many examples of people using games for learning, or gamification for public good (public health, for one). This basically builds out a computer classroom on the fly, for people lacking both internet access and devices.


Digital learning futures

Learning with 'e's

I touched on personal learning networks, mobile technologies, games and gamification, the use of social media in learning, the role of user generated content, the phenomenon of ubiquitous connection, and technological convergence.

Resources from Miami Device

Learning in Hand

Create Multimedia eBooks in a 1 iPad Classroom by Wesley Fryer Enhanced eBooks on iPads, iPhones and iPod Touches can include audio, video, and interactive animations in addition to digital text, images and links. Jenny used Beebots followed by apps on the iPads or similar tablets.