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Smartphones in the classroom: friend or foe?

Neo LMS

But with today’s smartphones, can this still be the case? In the pre-smartphone era, when traditional mobile phones – or “dumb phones”, how I like to call them – ruled the world, students simply couldn’t use their phones for learning. Smartphones and the AIDA approach. Plus, you probably won’t succeed 100%.

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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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New Ways to Gamify Learning

Ask a Tech Teacher

But those webtools exemplify where the gamification of education started. In simple terms, Augmented Reality is “an enhanced version of reality created by the use of technology to overlay digital information on an image of something being viewed through a device (such as a smartphone camera)” ( Merriam Webster ).

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6 Benefits of Immersive Learning with the Metaverse

ViewSonic Education

While there are still challenges associated with the digital divide and access to technology, this gap is shrinking all the time, especially with smartphones widening access to digital content and software. In general, the current generation of students is more likely to engage with gamification elements or with social media platforms.

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How to Use Digital Textbooks in the Classroom

Kitaboo on EdTech

The use of digital textbooks in classrooms is growing in the face of the easy availability of smartphones and the Internet. Digital textbooks are, on the other hand, available for use on smartphones and tablets. Related: How to Create Digital Textbooks in 5 Easy Steps. WANT TO KNOW HOW KITABOO WORKS?

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What Will Online Learning Look Like in 10 Years? Zoom Has Some Ideas

Edsurge

Look for more augmented and virtual reality integrations Google has been in the virtual field trip game for years, through its inexpensive cardboard headsets that use ordinary smartphones. They’re bullish on Kahoot-like gamification features and new ways of assessing students, too. (No,

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TCEA 2018: Educators Meet in Austin to Discuss the Future of the Classroom

EdTech Magazine

Hatchett’s] presentation will be valuable to educators in all roles as she speaks about her experiences working with youth and how to encourage them to achieve their highest potential, regardless of their current circumstances,” notes TCEA’s blog. EdTech will provide coverage of TCEA from the show floor.

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