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New Global Survey Offers Snapshot of Technology in the Classroom in 2019

EdTech Magazine

More often than not, new classroom technology is implemented in conjunction with, rather than instead of, more traditional classroom tools, according to a new report from Cambridge International , which is based on an online survey of nearly 20,000 teachers and students (ages 12–19) from 100 countries. Smartphones Are Not Universal in K–12.

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Mobile Momentum: Internet Trends Report 2014

Kevin Corbett

MOBILE MOMENTUM GROWING. Mary Meeker has attained almost legendary status for her annual Internet Trends reports. The former Wall Street technology analyst, now a general partner at venture capital firm Kleiner Perkins Caufield & Byers , published her latest report on the state of the web on May 28, 2014.

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Top 5 new EdTech tools that you might use in your university

Neo LMS

According to the report, the EdTech industry will reach a global value of $252 billion by 2020. Modern educators know this very well, so they’ve come up with many different ways to incorporate gamification elements into the everyday classroom environment. But what is the purpose of gamification ?

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Why your young students love e-learning

Neo LMS

The same report gathered data on teachers’ use of videos in their classes. You’re probably familiar with the notion of gamification — the use of gaming principles and mechanics in a non-game context, like learning. Gamification is all about data. E-learning is mobile. E-learning lets them play.

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Virtual Virtuoso: Optimal user experience features for e-learning

Neo LMS

Studies show that this largely unwanted national experiment in widespread distance education has not been very successful thus far, with schools across the US reporting rampant online absenteeism , and mounting frustration and discouragement among students, parents, and teachers alike. Use customization and gamification.

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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. . by Eli Zimmerman.

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Innovation In E-learning In The Last 10 Years

EdTech4Beginners

Using mobile for educational purposes is a slightly new concept. The material that is available for e-learning on a mobile device is specifically designed by expert instructional designers to make it compatible with a small screen. According to a Google report , almost 80% people don’t exit their homes sans smartphones.

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