Remove Game-Based Learning Remove Gamification Remove iPad Remove Tablets
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Self-Paced E-Learning Market Evaporating, Report Finds

Marketplace K-12

However, sales of mobile learning, simulation-based learning, game-based learning, and “brain-training” software are all on the rise. These increases are cited as major factors in the global decline of computer-based educational and professional training software.

Report 70
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Five Ways Teachers Can Use—and Create—Augmented Reality Experiences

Edsurge

A fourth-grade student at Mendez Elementary in San Marcos, Texas, held an iPad out in front of her. Using the camera in our phones or tablets, augmented reality (AR) overlays objects—characters, scenery, animations—onto the physical world, and allows users to interact with those objects.

Tablets 157
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A Dictionary For 21st Century Teachers: Learning Models & Technology

TeachThought - Learn better.

A Dictionary For 21st Century Teachers: Learning Models & Technology. A description of a learning environment where there is one “screen” for each student (whether an iPad, laptop, etc.). Activity-Based Learning. ” Game-Based Learning. Gamification.