Remove Gamification Remove Libraries Remove Mobility Remove Tablets
article thumbnail

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.

article thumbnail

Interactive Textbooks Online: Transform Your K12 Study Experience

Kitaboo on EdTech

How Interactive Textbooks Transform a Students’ Learning Experience Makes Content Easily Accessible Fosters Personalization Embeds Multimedia Adds a Touch of Gamification Fosters Interactive Learning Promotes Timely Assessments Promotes Immersive Learning III. They provide gamification elements like scores, points, badges, etc.,

Study 59
Insiders

Sign Up for our Newsletter

This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

article thumbnail

Are eTextbooks The Next Big Thing in K-12 Education?

Kitaboo on EdTech

Basically, there’s interaction happening, and that is what attracts them towards a mobile phone. Slowly but surely, they have realized that smartphones and tablets can also be utilized for educational purposes, and that’s how etextbooks became mainstream. Improves Motivation Through Gamification. WANT TO KNOW HOW KITABOO WORKS?

eBook 80
article thumbnail

Top 10 Digital Tools for the Classroom

Kitaboo on EdTech

KITABOO is one of the best digital tools for the classroom because its content is designed for bite-sized learning with knowledge nuggets, interactive assessments and gamification. Students can access the tests on laptops, desktops, and tablets. How to monetize your content for digital library? REQUEST DEMO READ MORE.

Tools 52
article thumbnail

Technology won't replace teachers, but.

Learning with 'e's

LILAC was held in the heart of Manchester University , in a well appointed conference centre, where almost 300 library and information professionals gathered for three days to discuss information literacy. A social event in the spectacular surrounds of the iconic John Rylands Library was a fitting conclusion to Day 1.

article thumbnail

8 Reasons to Create Interactive Textbooks for Engaging K-12 Students

Kitaboo on EdTech

For this reason, publishers usually opt for a content delivery platform that is compatible with multiple operating systems and on different devices- be it a smartphone, tablet, laptop or a desktop computer. Make the Course Interesting with Gamification. Create a Digital Library. Low Cost of Production. REQUEST DEMO READ MORE.

eBook 64
article thumbnail

Trends to watch in 2015: education and technology

Bryan Alexander

Mobile : as humanity continues to migrate ever-increasing swathes of life into handhelds, educators slowly follow suit. Let’s see if higher ed figures out mobile-first design, as ELI recommends. ” I’ve been telling educators about the importance of mobile since 2000.

Trends 40