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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. Blackboards have been replaced with virtual whiteboards, projectors have made a permanent place for themselves in classrooms, and printed books are increasingly being replaced with eBooks.

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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. Contact our expert team now and get started! appeared first on Kitaboo.

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Gamify Learning: 20+ Resources

Teacher Reboot Camp

Check out how to make your learning resemble video games in the slide presentation below. Game based learning & Gamification. ebook, Learning to Go , which has digital/mobile activities for any device and editable/printable handouts and rubrics. Gamifying Learning from Shelly Terrell.

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How to Use Digital Textbooks in the Classroom

Kitaboo on EdTech

Related: 9 Benefits of Interactive eBooks. Simplify Complex Subjects: Digital textbooks help to simplify difficult subjects such as mathematics by engaging students through digital interactivities, gamification activities and data manipulation tools. Related: How to Create Digital Textbooks in 5 Easy Steps.

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How Technology May Transform the Education Sector in 2023 and Beyond

Kitaboo on EdTech

When educators grade papers, they don’t always have the luxury of time to provide each student with personalized feedback and tips on how to improve. . Another way that we see VR being used in education is through gamification. The platform can also be used to distribute mobile-ready eBooks. . Summing It Up.

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Why Digital Textbooks are More Affordable than Paper Textbooks?

Kitaboo on EdTech

These shifts have nudged publishers to introduce cheap eBook textbooks that are affordable yet offer higher value in terms of content. For instance, those with visual challenges can leverage audio digital textbooks for learning, while those with reading difficulties can learn through video and gamification. Increased Engagement .

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Smartphones in the classroom: friend or foe?

Neo LMS

The combination of students and mobile devices in the classroom has long been a debate topic among education professionals. The use of mobile devices during classes is often regarded as an element of distraction for students. The first time I tried gamification with my students was during a seminar on green marketing and consumerism.