Remove Flipped Classroom Remove Gamification Remove Groups Remove Student Engagement
article thumbnail

The pivotal role of edtech in the hybrid classroom

Neo LMS

The traditional learning experience is based on lectures and presentations given by the teacher and students taking notes on the taught subject. Classroom discussions and group work are often included but don’t always last enough to clarify all issues. This technique is also called “the flipped classroom.”

EdTech 348
article thumbnail

8 LMS features that support student autonomy in the classroom and beyond

Neo LMS

Here are a few common strategies that support student autonomy. . Flipped classes. The flipped classroom allows students to acquire new concepts at home via engaging videos, online courses, or even game-based learning. Well, communication features also aid student autonomy. Communication features.

LMS 403
Insiders

Sign Up for our Newsletter

This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

article thumbnail

20 Ways to Personalize Your Learning This Summer

The CoolCatTeacher

Course: Designing Blended Learning for Student Engagement and Achievement “By the end of the course, you will be able to design and implement meaningful blended learning experiences with objective-aligned assessments and activities that foster core 21st-century skills.”

article thumbnail

10 Experts’ Predictions for Education and Technology in 2016

GoConqr

One of the biggest EdTech trends in 2016 and for the years to follow will be gamification. Teachers will have to put up an even bigger fight for their students’ diminishing attention. Gamification will provide the necessary motivation, engage learners, and bring back the fun element in the learning process.

article thumbnail

8 Trends in Education Technology That Will Have A Major Impact

Kitaboo on EdTech

The way students are being taught today is very different from the teaching methods that were adopted a few decades back. From self-learning to flipped classroom approach, we have seen technology make a considerable impact on the learning and teaching methodologies. Gamification in Education.

Trends 111