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4 Awesome edtech solutions for making students fall in love with reading

Neo LMS

Technology might come in handy in this case. Contrary to conventional wisdom, technology is a friend, not a foe of books and reading. It gives unlimited access to a great library of well-written, humorous, and engaging stories that will captivate young readers. This is an app especially designed for kids of 12 and under.

EdTech 261
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Top 10 Digital Tools for the Classroom

Kitaboo on EdTech

Technology has penetrated every aspect of life, and education is no exception. As more and more teachers, students, and stakeholders experiment with technology, software developers are working day and night to bring them quality solutions. It offers state-of-the-art technology while staying up to date with the latest edtech trends. .

Tools 52
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8 Reasons to Create Interactive Textbooks for Engaging K-12 Students

Kitaboo on EdTech

Growing up amidst technology, K-12 students are now quite used to getting things done at the click of a button. When it comes to education, technology once again plays a crucial role in keeping them in sync with the modern learning styles. Be it an online video or a live seminar. Make the Course Interesting with Gamification.

eBook 64
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Trends to watch in 2015: education and technology

Bryan Alexander

What can we expect in 2016 from the intersection of technology and education? I’m building on previous posts about trends in technology and educational contexts , plus my FTTE report, naturally. Educational technology trends. There’s now a movement to teach humanities seminars online.

Trends 40
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Learning Revolution Free PD - Michael Stephens Live Keynote - Follett Challenge - Digital Citizenship Week - K12 Online Starts

The Learning Revolution Has Begun

We also highlight good conversations about learning taking place between educators, learners, leaders, and others from the school, library, museum, work, adult, online, non-traditional and home learning worlds. Close to 40 presentations in four different strands: Stories for Learning, Games and Gamification, Passion-Driven Learning and STEAM.