Remove Gamification Remove Libraries Remove Student Engagement 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. 2) Relatable to Modern Students (Digital Natives) .

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. Socrative lets teachers create mini-quizzes and assign them to students to check their understanding. How to monetize your content for digital library?

Tools 52
Insiders

Sign Up for our Newsletter

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

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. They are more interactive and intuitive, and keep the students engaged in the learning process. Create a Digital Library.

eBook 64
article thumbnail

Creating a Sense of Belonging with Virtual Worlds

ViewSonic Education

Solutions like UNIVERSE by ViewSonic are helping to bring metaverse education to life, and there is real potential in providing students and educators with a greater degree of ownership over the ways they learn and teach. Another idea is to use metaverse technology to boost gamification in education and to make learning more fun.

article thumbnail

Five Ways Teachers Can Use—and Create—Augmented Reality Experiences

Edsurge

Zombies had taken over the school library, and she and her fellow students had to work together to answer various questions about books—such as identifying where the index is located. If your students ever played Pokemon GO, they experienced AR when they roamed the streets looking for tiny monsters that appeared on their screens.

Tablets 154