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The Future of eLearning - 10 Trends To Be Aware Of

ViewSonic Education

Today, what with Apple’s Siri, Microsoft’s Cortana, and your everyday text-based chatbots, AI has experienced at-home integration around the world. Gamification. Referred to as gamification, or game-based learning, this facet of eLearning attempts to make education fun! Mobile Learning.

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K–12 Teachers Use Virtual and Augmented Reality Platforms to Teach Coding

EdTech Magazine

A study conducted at Georgia Tech found that students who used mobile augmented reality platforms to learn coding performed better on assessments than their counterparts. . “We Innovations in virtual and augmented reality in the classroom are taking the concept of gamification to a whole new level. .

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Must-have features in any LMS

Neo LMS

Mobile apps and/or responsive design It’s standard nowadays for any platform to have an app that’s downloadable from the major app stores. Not only do they provide greater flexibility in terms of accessibility, but nowadays almost everyone owns a mobile device. Surely, you’re thinking that Microsoft and Google are rivals.

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Top 5 Benefits of Digital Textbooks You Never Knew About

Kitaboo on EdTech

Increased Engagement Gamification is a new trend designed to make education fun and engaging. From increased accessibility to personalization, analytics, gamification, to cost-effectiveness. Further, KITABOO has teamed up with Microsoft Immersive Reader to make digital content even more accessible for learners.

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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. Content published via KITABOO is accessible both online and offline and works across platforms & devices (iOS, Android, Windows). REQUEST DEMO READ MORE.

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Test Time, Game Time

EdTechTeam

This was 2009, and it was my first time experimenting with gamification. I have tried to dig up those instructions many times in the past, but they were probably saved in Microsoft Word on a thumb drive buried in a box somewhere. A game that would be played and evaluated by their peers. They were all in.

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The Business of 'Ed-Tech Trends'

Hack Education

Among the major trends Meeker identified for 2017: mobile advertising, gaming, and healthcare. There are, after all, only so many times you can put “mobile” on your list of “what’s on the horizon” before folks begin to suspect your insights might not be that… insightful.

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