Remove Gamification Remove LMS Remove Mobility Remove Outcomes
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Make your LMS a social learning platform

Ask a Tech Teacher

Vivek Singh, education professional and contributor to Ask a Tech Teacher, has some interesting ideas on using your native LMS as a social learning platform. Learning Management System features that support social interactions amongst students, enhance the learning outcomes for any given online module or course.

LMS 159
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How Can Technology Help Improve Teaching Efficacy in a Classroom?

Kitaboo on EdTech

The effects of mental health are not restricted to the teachers but in turn impact the students they teach, leading to poor academic outcomes, poor student discipline, and higher dropout rates. For instance, gamification allows the packaging of lessons in the form of games. Contact our expert team now and get started!

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It’s 2020: Have Digital Learning Innovations Trends Changed?

Edsurge

The primary trends identified by the team were: adaptive learning, open education resources (OER), gamification and game-based learning, MOOCs, LMS and interoperability, mobile devices, and design. But content is not top on your list.” So what do we do with the results of this research?

Trends 202
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What are the Effective Teacher Tools Adopted by KITABOO?

Kitaboo on EdTech

Gamification and micro-learning content further upped the game, emerging as powerful teacher tools, thus, making learning journeys all the more inclusive, immersive, and engaging. Today, the role of an LMS or digital publishing tool has extended beyond creating and distributing content. In Conclusion. REQUEST DEMO READ MORE.

Tools 52
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Moodle & KITABOO: A Perfect Match for LMS Integration

Kitaboo on EdTech

Moodle means Modular Object-Oriented Dynamic Learning Environment and it is a prominent LMS that was developed in 2002 by Martin Dougiamas. Moodle Integration with KITABOO enhances LMS integration , provides enhanced security, simplifies access, and offers a rich, interactive content experience for educators and learners.

Moodle 40
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Why gamification works [Part 1]

Neo LMS

Candy Crush, a mobile gaming phenomenon, earns its makers, Swedish-based King Games, big money: $250 million in the company’s last declared quarter alone. Building on my curiosity about the way games like Candy Crush affect our minds, I thought we’d take a closer look at gamification. Gamification versus play.

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35 edtech innovations we saw at FETC 2023

eSchool News

Beanstack , an edtech platform that helps schools encourage kids to read through gamification, demonstrated the importance of engaging readers. The company has built several tools to do that, including a customizable reading challenge platform and a mobile app, reading challenge templates, and diverse book recommendations.

EdTech 127