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Metaverse Education: What’s Next for Virtual Learning?

ViewSonic Education

’ The company saw the metaverse as the future of online social interactions and as the evolution of existing social media. These types of virtual platforms are part of what is known as the gamification of learning, which is the use of gaming elements to improve student engagement and overall enjoyment.

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10 Awesome Courses To Improve Your Online Classroom

The CoolCatTeacher

In a flipped classroom, students watch lectures and other lesson content on video. When video conferencing with your students, your engagement time is more limited, and therefore more valuable. So … now is a great time to flip your classroom and have students watch videos for their “homework” and asynchronous learning.

Course 343
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Edtech Trends From 2020 And Beyond

Ask a Tech Teacher

I’m the CTO of a tech company and for more than five years I have been busy with teaching programming courses and sharing my expertise with novice specialists. Video-Based Learning. Do you know that 70% of millennials used YouTube videos for learning something new even before the quarantine? Gamification.

Trends 286
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Top 5 new EdTech tools that you might use in your university

Neo LMS

For instance, Osso VR is a virtual reality technology company founded on the principle of training surgeons with real world skills that can be directly applied when in the operating room. But what is the purpose of gamification ? This is why gamification plays such a major role in contemporary education.”.

EdTech 347
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The Future of eLearning - 10 Trends To Be Aware Of

ViewSonic Education

Thus far, adaptive learning has been largely experimental, with companies and competitors having spent the past couple of years working out the kinks and engaging in small-scale execution. Video learning. Today, and going forward, there is nary an application that cannot be improved by the use of video learning. Gamification.

Trends 397
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5 Benefits of Adding Gamification to Classrooms

TeacherCast

What is Gamification? Gamification is when you choose to use the elements of a game to add flavor to the classroom environment. Several organizations are making use of gamification to motivate customers. A common misconception of Gamification is that you add video games to the classroom. Click To Tweet.

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K–12 Teachers Use Virtual and Augmented Reality Platforms to Teach Coding

EdTech Magazine

A prominent theory behind why virtual and augmented reality platforms are so effective is that providing interactive, visual examples of coding principles helps students retain what they’ve learned. . Innovations in virtual and augmented reality in the classroom are taking the concept of gamification to a whole new level. .