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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. Buncee is a multimedia presentation tool that fuels creativity. My older students use it for teaching a lesson or to present their project-based learning (PBL) findings.

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

Neo LMS

The possibilities are almost countless since you can actually show students how molecules look like, present the famous battles, present ocean creatures, and do many similar things previously considered impossible. Game-based learning. The best way to acquire and retain knowledge is by learning through games.

EdTech 347
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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. To those working in higher education, some of the trends presented by the team may not have come as a surprise.

Trends 182
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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. United Nations ICT in Education.

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K-12 Tech Innovation News

eSchool News

This personalized approach allows students to progress at their own pace, reinforcing understanding and addressing specific learning gaps. More–and better–student engagement: Interactive whiteboards, educational games, and multimedia presentations capture students’ attention and make learning more enjoyable.

Trends 101
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Gaming, VR Exploring, and App Building: The Ellis Island Hack-A-Thon

techlearning

Introduction In my social studies classes we are learning about historical content in the United States from post-Civil War to the Present. 5) As with all gaming in my classes, students were asked to identify, fact, fiction and the methods used by the game designers to demonstrate key facts.