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

EdTech Magazine

Forty-two percent use smartphones, 33 percent use interactive whiteboards and 20 percent use tablets. Use of desktops, notebooks and tablets (think Asus Chromebook and Acer Chromebook Tab 10 ) frequently support the ongoing trend of gamification in education, the report states. . Smartphones Are Not Universal in K–12.

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Smartphones in the classroom: friend or foe?

Neo LMS

The combination of students and mobile devices in the classroom has long been a debate topic among education professionals. The use of mobile devices during classes is often regarded as an element of distraction for students. But with today’s smartphones, can this still be the case? Smartphones and the AIDA approach.

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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. Not all virtual or metaverse platforms are focused on gamification, though.

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The Future of eLearning - 10 Trends To Be Aware Of

ViewSonic Education

Beyond simple smartphone commands, AI has found a use in the context of eLearning. Gamification. Referred to as gamification, or game-based learning, this facet of eLearning attempts to make education fun! Mobile Learning. As such, it’s clear that the common implementation of microlearning is not yet complete.

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Why your young students love e-learning

Neo LMS

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. Kids live in the same world as we do, and they keep up pretty well in terms of mobile devices ownership.

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Why Consider Mobile Learning? (Infographic)

Kevin Corbett

By 2015 80% of people will be accessing the Internet from mobile devices. In 2012, 65% of workers declared their mobile devices to be their “most critical work device.”. 3.65% of information searches started on a smartphone with 64% of these searches continued on a PC or tablet. The post Why Consider Mobile Learning?

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Innovation In E-learning In The Last 10 Years

EdTech4Beginners

Let’s take a look at the some of the innovation in E-learning industry in the last 10 years: The Usage of Smartphones. Using mobile for educational purposes is a slightly new concept. Smartphones have become an essential part of our lives. Gamification in the Learning Process. Massive Open Online Courses (MOOC).

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