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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. Not all virtual or metaverse platforms are focused on gamification, though.

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Test Time, Game Time

EdTechTeam

” Without over-analyzing that statement, take into account just a few things: games are rules or guidelines that everyone must follow in order to win. This was 2009, and it was my first time experimenting with gamification. One of the clichés I told them was, “Life’s a game, you just need to know how to play it.”

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

EdNews Daily

Mobile phones are in the hands of young people everywhere, so it is quite natural that teaching and learning opportunities are progressing towards the mobile domain. Wijers, Jonker and Drijvers (2010) highlight that the potential for engagement increases when gamification features such as rules, goals, points and activities are added.

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The Business of 'Ed-Tech Trends'

Hack Education

Among the major trends Meeker identified for 2017: mobile advertising, gaming, and healthcare. There are, after all, only so many times you can put “mobile” on your list of “what’s on the horizon” before folks begin to suspect your insights might not be that… insightful.

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What?s New: New Tools for Schools

techlearning

COLLABORATE Space provides persistent space to store messages, documents, whiteboards, recordings, meeting minutes, or anything else exchanged on a specific topic or project during a call or meeting at anytime, and is accessible from any device, whether it be a mobile, desktop, or room appliance. announced the U.S.

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