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How Gamification Through Mobile Apps Can Improve Student Engagement


Elementary education in the 19th century was just about teaching children some basic learning, usually the ability to read. When the 20th century came, the education system changed and was centered. Educational Games & Gamification iPads and Other Tablet Devices iPhones and Smartphones Mobile Learning ResourcesPlease click on the post title to continue reading the full post. Thanks (and thanks for subscribing)!].

Strategies for Motivating Students: Start with Intrinsic Motivation


This quote is a great reminder that if we can get students curious and motivated to learn, we can set them up for a lifelong love of learning. Then, we’ll provide you with a few tips and strategies for improving your students’ intrinsic motivation. Gamification and student motivation.


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Smartphones in the classroom: friend or foe?


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. In the pre-smartphone era, when traditional mobile phones – or “dumb phones”, how I like to call them – ruled the world, students simply couldn’t use their phones for learning. It has to create and sustain students’ interest.

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


Most people don’t consider education technology to be such an important industry, but it’s actually gigantic. The change already delivers extraordinary results and 96% of teachers claim that EdTech increases student engagement in learning. Traditional education has always been based on the power of storytelling. With such tools at your disposal, you can not only discuss certain themes but also show them to the students. But what is the purpose of gamification ?

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10 Experts’ Predictions for Education and Technology in 2016


But that hasn’t stopped us from asking a number of experts in education and technology to gaze into their crystal balls and share their thoughts on one major EdTech trend we can expect to see lighting up learning and one major challenge that education will face in 2016. I believe more schools worldwide will find the funds and way to have their students learn with technology. Students should have room for testing ideas without worrying about grades or harming their futures.”

How an LMS can support a school’s edtech strategy


The problem is, many schools still rely on legacy systems and even paper-based processes to manage their administrative and student data, which is time-consuming and costly. Education technology can assist schools in many aspects, but especially on the data management front.

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10 Must-Have Features of an Online Education Platform

Kitaboo on EdTech

An online education platform is meant for delivery of educational content to students. The platform, unlike a textbook is an interactive medium where students can engage with the content. Because every institute wants their students to understand the concepts and its implications in the real world. How do they decide which platform works best for their students? Also read: How Can eTextbooks Help K-12 Publishers, Institutes & Students.

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How an LMS can supports a school’s edtech strategy


The problem is, many schools still rely on legacy systems and even paper-based processes to manage their administrative and student data, which is time-consuming and costly. Education technology can assist schools in many aspects, but especially on the data management front.

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Anniversary edition: Top 10 posts of the NEO Blog


From well-known subjects of education technology, like BYOD and gamification, to technical aspects regarding school LMSs, to trying to guess the future, the NEO Blog covered it all in its rather short existence. Besides these five trends of 2016, mobile learning, gamification and cloud integration have continued to be on the lips of ed tech people everywhere. Gamification in the classroom: small changes and big results.

Epic Guide To Game Based Learning

The CoolCatTeacher

As shown below, well-designed serious games can teach, educate, and inspire. In summary, serious games done right can engage students and help us become better teachers. Not only do we want our students to be excited about learning but we also want them to be intrinsically motivated. In the final analysis, it is demotivating to “point-ify” everything students do. Therefore, we educators need to educate ourselves on game based learning.

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. In fact it’s here and now as educational institutions are forced to digital due to COVID-19.

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The Benefits Of Using Technology In Learning

TeachThought - Learn better.

While technology opens new horizons for education at home, adapting to this is more challenging. Education is one of the sectors hardest hit by the COVID-19 lockdown with social distancing measures meaning schools could be closed for the foreseeable future.

How to Use Digital Textbooks in the Classroom

Kitaboo on EdTech

The interactive features that form part of digital textbooks have captured the attention of both students and teachers, providing the former a more engaging and immersive experience and allowing the latter easy access to online resources to supplement their teaching. The idea and practice of using digital textbooks in classrooms represents a new trend in education. Research shows that better learning happens when students build on prior knowledge.

8 Reasons to Create Interactive Textbooks for Engaging K-12 Students

Kitaboo on EdTech

Are you still looking for reasons to create e-textbooks for students? Well, it’s 2019, and most of the schools and universities have already accepted digital textbooks as the future of education. For K-12 students, interactive textbooks/ebooks act as a learning companion, as it offers constant interaction. Moreover, if you plan to keep your target audience engaged, you need to provide them with something that will hold their interest for a longer time.

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Resources from Miami Device

Learning in Hand

I had a great time encouraging educators to give students as much ownership over their devices and learning as possible. Help Students Show What They Know With Media by Wesley Fryer View different examples of student multimedia projects created by students, including narrated art/photo projects, narrated slideshow/screencasts, Quick-edit videos, visual notes, and GeoMap projects. Then consider coming to Mobile Learning Experience 2015 in Tucson, Arizona.

5 Ways to Level-Up Lessons by Gamifying the Learning Experience


I fundamentally believe that we engage our learners by designing experiences, not just assigning lessons. One of the best ways to make our lesson plans and daily activities more engaging is to add game-like elements to our classroom experiences. Why should your students want to experience it? After constructing something, they can then move on to the record station that has the students using webcams. Welcome to the world of gamification.


techlearning ) Alma Technologies has announced it is allowing any SQL-based business intelligence tool, such as Tableau and Jaspersoft, to access data from its modern, student information system and learning management system. CENTRALREACH PK-12 ( ) CentralReach launches CentralReach PK-12, a collaborative and data-driven software for special education. Software & Online ALMA TECHNOLOGIES, INC.

It’s Pedagogy Go With Location-Based Mobile Learning At The University Of South Australia

EdNews Daily

Mobile phones are in the hands of young people everywhere, so it is quite natural that teaching and learning opportunities are progressing towards the mobile domain. Between 2014-2016 the University of South Australia has been using the pedagogy associated with both playing and designing LBMLGs to blaze a trail that is informing the development of a contextually-based mobile learning framework for higher education. Featured Higher Education Technology