Remove Definition Remove Gamification Remove Mobility Remove OER
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Inspiring Students: Bringing Awe Back to Learning

A Principal's Reflections

In my definition innovation is creating, implementing, and sustaining transformative ideas that instill awe to improve learning. Some examples include augmented reality, virtual reality, open education resources (OER), adaptive tools, coding, drones/robotics, and gamification. To do this we must innovate our practice.

Learning 250
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Digital Courseware or ePUB – Which is the Future of Higher Education?

Kitaboo on EdTech

Higher education is going through a massive transformation thanks to the adoption of new technologies like mobile learning , gamification and digital courseware. Many publishers have already started converting their physical textbooks to electronic formats which can be accessed on a desktop or mobile.

eBook 98