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7 Digital tools for student engagement across all grade levels

Neo LMS

To engage students, we need tools that work well regardless of where learning is taking place — hybrid, virtual or in-person. Buncee is a multimedia presentation tool that fuels creativity. There are sample lessons and other templates ready to use in their library. Read more: How to set up a classroom gamification level system.

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

Neo LMS

The possibilities are almost countless since you can actually show students how molecules look like, present the famous battles, present ocean creatures, and do many similar things previously considered impossible. Game-based learning. The best way to acquire and retain knowledge is by learning through games.

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6 Factors Of Gamification That Changes Students

TeachThought - Learn better.

6 Factors Of Gamification That Changes Students. As a student, I got to learn more about the power of ‘gamifying’ something, and what effect it had on learners. Gamification is about transforming the environment and regular activities into a kind of game. Gamification is about collaboration and teamwork.

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Gaming in Education 2014 Starts Tonight! Schedule and Attending Information.

The Learning Revolution Has Begun

Our 2014 Gaming in Education online conference start tonight! Whether you''re passionate about game-based learning or just getting your toes wet, Gaming in Ed celebrates the value that games offer in educational settings. The keynote speakers presentation descriptions and bios are at [link].

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7 Best financial literacy games for students to try out in April

Neo LMS

Read more: Top benefits gamification can bring to the classroom. It offers a library of lessons and activities for financial literacy month on topics like credit scores, mutual funds, saving for retirement, buying a house, stocks and investments and even robo-advising.

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Best Gamification Tools for Teachers

Educational Technology and Mobile Learning

Gamification is a cross-disciplinary concept that has been adopted in several sectors including marketing, healthcare, professional development trainings, politics, among others. By definition, gamification is "the incorporation of game elements into non-game settings" 1. and media (e.g.,

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Learning Revolution Events - Future of Museums Events Are This Week - AltEdFilmFest - Homeschooling - Gaming in Ed

The Learning Revolution Has Begun

. - Jane Goodall The Learning Revolution Project highlights our own "conference 2.0" virtual and physical events and those of our over 200 partners in the learning professions. Attendees can expect to learn best practices to implement in their museums, and will hear real-world examples of innovative practices in the field.