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7 Digital tools for student engagement across all grade levels

Neo LMS

To engage students, we need tools that work well regardless of where learning is taking place — hybrid, virtual or in-person. Documents, images, text can be added to each slide in the lesson for students to interact with. Gimkit is one of many game-based learning tools available and it has been a favorite of my students each year.

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How an LMS can help teachers keep older students engaged

Neo LMS

From the all too familiar textbooks to video recordings of lectures, audio files, YouTube videos, and everything in between, teachers can store and organize all types of learning materials, give access to students and track their behavior within the system. No lost documents anymore! Self-paced learning. Game-based learning.

LMS 258
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Top 5 new EdTech tools that you might use in your university

Neo LMS

Game-based learning. The best way to acquire and retain knowledge is by learning through games. Modern educators know this very well, so they’ve come up with many different ways to incorporate gamification elements into the everyday classroom environment. But what is the purpose of gamification ?

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

ViewSonic Education

Gamification. It doesn’t matter whether you’re five years old or fifty, learning is always more interesting, not to mention more digestible, when it’s fun. Referred to as gamification, or game-based learning, this facet of eLearning attempts to make education fun!

Trends 397
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It’s 2020: Have Digital Learning Innovations Trends Changed?

Edsurge

The primary trends identified by the team were: adaptive learning, open education resources (OER), gamification and game-based learning, MOOCs, LMS and interoperability, mobile devices, and design.

Trends 209
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Self-Paced E-Learning Market Evaporating, Report Finds

Marketplace K-12

The report defines self-paced courseware as being accessed on a desktop or laptop and spanning the K-12, higher education, corporate training, and privately marketed software (such as that produced by language-learning company Rosetta Stone) sectors. Unstable Economies Impact E-Learning Market. Suppliers don’t pay for bad news.”.

Report 70
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A Dictionary For 21st Century Teachers: Learning Models & Technology

TeachThought - Learn better.

Game-Based Learning. Learning through games (from physical to digital). Gamification. The application of game-like “encouragement” mechanics to non-game entities. Put another way, it is making a game out of something that’s not.