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Metaverse Education: What’s Next for Virtual Learning?

ViewSonic Education

The metaverse itself can be described as a virtual setting that users are able to occupy synchronously, which facilitates meaningful social interactions. ’ The company saw the metaverse as the future of online social interactions and as the evolution of existing social media. Understanding Metaverse Education .

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7 Digital tools for student engagement across all grade levels

Neo LMS

For this to happen, teachers can opt for a mix of game-based learning tools, conducting a quick assessment or social and emotional learning (SE)L check-in, or asking students to create and share what they have learned in a way that meets their interests. Buncee is a multimedia presentation tool that fuels creativity.

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Make your LMS a social learning platform

Ask a Tech Teacher

We inadvertently learn from our daily social interactions, with most of our informal learning happens through online sources of information. For example, YouTube, social media, news websites, even self-help videos/blogs which are present in every possible genre. Gamification and Virtual Reality.

LMS 159
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Speaker at the Global EdTech Summit 2017

EdTech4Beginners

I am very happy to have been asked to present at the Global EdTech Summit 2017. Gamification: Discover Innovative Ways to Engage Students through Gaming. Social Media Learning: How To leverage Social Media in the Classroom. I will be presenting the use of scannable technology in the classroom.

EdTech 100
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20 Ways to Personalize Your Learning This Summer

The CoolCatTeacher

Student Engagement I’m in social media groups where frustrated teachers recently commented that their grade books looked like “Swiss Cheese” and that many students were just missing during online learning sessions. You can create a community of learners in your school, your department, and through social media.

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Ed Tech Vocab: Keeping Up with Trends in Education

eSpark

Gamification , one of the biggest trends in education, is the process of making learning more fun and engaging for students by reorienting lessons to feel more like games. The presentation of material is adapted to students’ needs based on their responses to questions and tasks.

Trends 97
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ChatGPT, Am I Who You Say I Am?

My Island View

He is a regular speaker and presenter at national education conferences and universities. He is an advocate for the use of project-based learning, social media, and gamification for learning in the classroom.