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Meet the CYPHER LEARNING team at Bett 2022

Neo LMS

The sessions are divided into six global themes : Leadership, Futures, Inclusion, Wellbeing, Skills and Innovation , all essential topics for a more sustainable and future-facing education system. This event also celebrates the best edtech in the industry by hosting the Bett Awards.

Meeting 323
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Paper Acquires Readlee To Address Literacy Crisis With Artificial Intelligence

eSchool News

MONTREAL – Paper , the leading Educational Support System (ESS), today announced that it has acquired Readlee, an innovative learning tool that uses artificial intelligence (AI) and speech recognition technology to help students improve their reading skills. Learn more or request a demo at paper.co. states and Canada.

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Optimize Training with eLearning Content Development

Kitaboo on EdTech

Today, the competition in eLearning training solutions has intensified, and simply deploying a learning management system isn’t necessarily the best solution. These elements include gamification, animations, quizzes, video tutorials, and audio recaps. Consequently, optimizing learning content has emerged as a paramount concern.

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How Can Technology Help Improve Teaching Efficacy in a Classroom?

Kitaboo on EdTech

For instance, gamification allows the packaging of lessons in the form of games. Gamification of lessons builds on the same principles of games for entertainment, the only difference being that the gamified lessons have associated learning outcomes. How can teaching technology help improve effectiveness in the classroom?

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8 Biggest Reasons Why Teachers Prefer eBooks in Classrooms

Kitaboo on EdTech

Over the last ten years, eBooks in classrooms have become an indispensable part of the education system. While students are familiar with technology and have happily accepted this new change in the education system, what about the teachers? Gamification gives rise to healthy competition in the classroom. REQUEST DEMO READ MORE.

eBook 98
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10 Steps to Create Interactive K12 Learning Modules

Kitaboo on EdTech

Gamification of the learning experience is a process by which you incorporate game-like elements into your learning module. These could include setting a point system, creating levels of learning, rewarding students for answering questions correctly and so on. Gamify the Learning Experience Who doesn’t enjoy a good game?

eBook 52
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How Can K-12 Schools Improve Learning Outcomes with Technology?

Kitaboo on EdTech

What this means is that they add AR features to their books, for example, a lesson on the blood circulatory system may have a digitally-enabled heart that would come alive, showing its functioning in real time, when the students point the AR app to the diagram. However, it is important to make a distinction between games and gamification.