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Top 10 Digital Tools for the Classroom

Kitaboo on EdTech

There are thousands of online tools to streamline education delivery. A quick scan of the EdTech Top 40 – Fall 22 Report reveals that teachers in the United States used almost 148 digital tools, while students used nearly 143 digital tools in the school year 2021–22. Best Digital Learning Tools for Future-Ready Classrooms.

Tools 52
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Smartphones in the classroom: friend or foe?

Neo LMS

The good news is you don’t have to eliminate mobile devices from the class; you just have to repurpose them, and use them as a tool for learning. The first time I tried gamification with my students was during a seminar on green marketing and consumerism. The one-and-a half-hour seminar almost flew away.

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Make your LMS a social learning platform

Ask a Tech Teacher

Seminars held online, are called webinars. Gamification and Virtual Reality. Gamification is a pedagogical approach embedding the elements of gaming within eLearning modules to impart learning through competitive game-like activities. This is a beneficial feature in most LMSs. Back to the basics.

LMS 159
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6 Tips for making the most of ed tech exhibitions

Neo LMS

From lesson creation to assessment and gamification, there is something for K-12 schools, universities, vocational schools, and so on depending on the purpose of the conference. On the flipside, it also means that teachers, ed tech specialists or principals can easily get overwhelmed by the amount of tools and new information.

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14 Education Advancements in a Year

Ask a Tech Teacher

A 2014 study conducted for the Bill & Melinda Gates Foundation found many teachers felt learning in a seminar or workshop — what is commonly referred to as the “sit ‘n’ get” model of professional development — didn’t work for them. Greater acceptance of technology as a tool. Gamification of classes.

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8 Strategies To Help Students Ask Great Questions

TeachThought - Learn better.

Questions can be extraordinary learning tools. built around the idea of questions as learning tools. This framework can be used not only as a planning or assessment tool, but to promote students in self-directed learning and self-created questioning and examination. Paideia Seminar. by Terry Heick. The upside?

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The Games Art Historians Play: Online Game-based Learning in Art History and Museum Contexts

ProfHacker

Considering a few models within my own discipline of art history will orient colleagues curious about venturing down this pedagogical path, but, as with any learning tool, game-based learning will have to fit the specific context of a given course or program. How might these vital elements structure elements of the learning in your classes?