Remove Gamification Remove Groups Remove Mobile Learning Remove Student Engagement
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Metaverse Education: What’s Next for Virtual Learning?

ViewSonic Education

These types of virtual platforms are part of what is known as the gamification of learning, which is the use of gaming elements to improve student engagement and overall enjoyment. Not all virtual or metaverse platforms are focused on gamification, though. 2) Relatable to Modern Students (Digital Natives) .

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

EdNews Daily

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. their home town, a nearby park, cultural institution).

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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.

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8 Trends in Education Technology That Will Have A Major Impact

Kitaboo on EdTech

This collaborative approach has gained importance in the learning process as well. In a classroom learning model, teachers encourage collaboration by assigning group activities and tasks. When students team up together to work on a project or solve a problem, it builds their collaborative skills. Social Media in Learning.

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