Remove Facebook Remove Gamification Remove Social Media Remove Study
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Why your young students love e-learning

Neo LMS

Social media channels provide the digital alternative for the “traditional” social life and support communication within online communities non-stop. Facebook demands its potential users to be at least 13, but a lot of school kids say they never or rarely use Facebook anyway. Everyone is online now.

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Make your LMS a social learning platform

Ask a Tech Teacher

We inadvertently learn from our daily social interactions, with most of our informal learning happens through online sources of information. For example, YouTube, social media, news websites, even self-help videos/blogs which are present in every possible genre. What makes your LMS a social learning platform?

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Must-have features in any LMS

Neo LMS

A good example would be how Facebook and Twitter have incorporated common like/favorite and share/retweet buttons. Gamification So ubiquitous and redundant, but every LMS should have some sort of gamification. Gamification So ubiquitous and redundant, but every LMS should have some sort of gamification.

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Power Up Your Classroom with Game Play [interview with Cate Tolnai and Lindsay Blass] – SULS022

Shake Up Learning

We discuss what types of classroom environments are appropriate for gamification and ways you can incorporate game-based learning today! This episode is jam-packed with inspiring nuggets that will get you started with gamification today. Kasey is chatting with Cate Tolnai and Lindsay Blass about gamification in the classroom. [01:50]

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Creating a Sense of Belonging with Virtual Worlds

ViewSonic Education

The metaverse, as a concept, focuses on the idea that virtual or digital worlds can replicate existing forms of social interaction or create new ones. Because of this idea, companies all over the world are investing in the metaverse either as a form of social media, eCommerce, and even an educational platform. DeLeon Gray, Ph.D.,

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Teens and Tech: Distinguishing Addiction from Habit

MindShift

The closest it comes is something called “Internet Gaming Disorder,” and that is listed as a condition for further study, not an official diagnosis. There are brain-imaging studies of the effects of screen time, he says. Then, there is a group of mostly girls who misuse and overuse social media.

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The Business of 'Ed-Tech Trends'

Hack Education

Nor has it stopped Facebook CEO Mark Zuckerberg from making “personalized learning” a centerpiece of his venture philanthropy firm’s education work or from vowing to spend hundreds of millions of dollars on it. .” Whatever “it” is. So is “personalized learning” really a “trend”?

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