How Gamification Through Mobile Apps Can Improve Student Engagement


Educational Games & Gamification iPads and Other Tablet Devices iPhones and Smartphones Mobile Learning ResourcesElementary education in the 19th century was just about teaching children some basic learning, usually the ability to read.

Smartphones in the classroom: friend or foe?


But with today’s smartphones, can this still be the case? In the pre-smartphone era, when traditional mobile phones – or “dumb phones”, how I like to call them – ruled the world, students simply couldn’t use their phones for learning. Smartphones and the AIDA approach.

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LearnPick Recommends 6 Of The Best Science Apps For Kids


Your smartphone can be your most powerful learning tool provided you can use it the right way. Educational Games & Gamification iPads and Other Tablet Devices iPhones and Smartphones Mobile Learning Resources

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Effective Uses of EdTech: Practicing Spaced Repetition for Improved Memory


Educational Games & Gamification iPads and Other Tablet Devices iPhones and Smartphones Making the case for Education Technologies Mobile Learning Resources Student Centered Learning

5 Fun Apps to Help Younger Children with Math


Educational Games & Gamification iPads and Other Tablet Devices iPhones and Smartphones Mobile Learning Resources fun math apps gamification of math math apps for young learners math apps for young studentsA Handful of Gamified Math Apps to Make Learning Fun!

20+ resources for engaging game-based learning

Ditch That Textbook

playing games on their smartphones and tablets. Teaching ditchbook edtech educational technology explore like a pirate game-based learning gamification tlap xplapOur society thrives on games. They’re everywhere, from our social lives to our work lives to our school lives.

Applying Technology in Physical Education Class: Oh, the Possibilities


Educational Games & Gamification Flipping the Classroom (Reverse Instruction) Free Tools & Resources iPhones and Smartphones Making the case for Education Technologies

New Ways to Gamify Learning

Ask a Tech Teacher

But those webtools exemplify where the gamification of education started. All you need is a special app that loads onto a tablet or smartphone. More on SAMR and Gamification. Classroom management Games/Simulations gamification SAMR virtual reality

5 New iPad Games To Keep Learning Alive This Summer


Educational Games & Gamification iPads and Other Tablet Devices iPhones and Smartphones Mobile Learning ResourcesImage Source Games for younger and older students can provide a means to keep the mind engaged and learning So many kids these days really love technology.

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6 Hands-On Tools and Activities for Teaching Web Literacy


Educational Games & Gamification Free Tools & Resources iPhones and Smartphones Mobile Learning Resources Project Based Learning free tools for learning web literacy free webinar education teaching digital learning day teaching students web literacy tools to teach web literacy

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Coding for the Common Core – Apps for Integrating Coding With Math and ELA


Image Source Dr. Leslie Suters is a faculty member in the College of Education’s Curriculum & Instruction Department at Tennessee Tech University. She present the session “Coding for the Core: [Please click on the post title to continue reading the full post.

Why your young students love e-learning


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 Gamification K-12 TeachersKids are our future.

I Challenge You to Install Minecraft on your Phone

Teacher Tech

Tweet If you have a smartphone I challenge you to install the Minecraft app on your phone. Gamification Minecraft minecraft Minecraft is available on iOS or Google Play. Tell Your Students Install Minecraft and tell your students that you did.

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!

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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. .

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My top 6 gaming resources for STEM teaching

eSchool News

At times it can seem we’re competing with smartphones and video games for students’ undivided attention. Using games to teach, and adding gamification principles to the classroom, can make learning meaningful, engaging, and fun for even the most reluctant learners.

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The Mobile Learning Imperative in Higher Education

Kevin Corbett

52% of children now have access to a smartphone or tablet. 57% of college students use a smartphone (2013 data seems low to me). The post The Mobile Learning Imperative in Higher Education appeared first on | elearning, mobile learning, gamification and more.

4 Reasons why an LMS is an excellent tool for your language classes


A learning management system is usually customized to work perfectly on any computer, tablet or smartphone, so students and teachers will have a great experience using it whenever they want on the device of their choice. Read more: 3 Gamification principles for a gamified learning environment.

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5 Resources to Gamify Student Writing

Ask a Tech Teacher

Educade gives you gamification resources for science, math, social studies, language arts, business, health and wellness, engineering, and more. This is your doorway to gamification. Don’t resist the process of gamification!

Innovation In E-learning In The Last 10 Years


Let’s take a look at the some of the innovation in E-learning industry in the last 10 years: The Usage of Smartphones. Smartphones have become an essential part of our lives. According to a Google report , almost 80% people don’t exit their homes sans smartphones. This is the level of vitality of smartphones which makes it necessary for the e-learning industry to introduce mLearning, i.e., mobile learning on a large scale. Gamification in the Learning Process.

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How Can K-12 Schools Improve Learning Outcomes with Technology?

Kitaboo on EdTech

Also, with smartphones and Internet connections, they have any time access to online resources. Here are two ways K-12 schools can use AR tools to improve their learning outcomes: Pre-made courses: Since everyone these days has a smartphone, students can use AR apps on their phones and bring alive the lessons in their text books. Again, the students would need an AR app on their smartphones. However, it is important to make a distinction between games and gamification.

3 Easy Ways to Gamify Your Classroom with Kahoot

Fractus Learning

Purposeful gamification can allow for personalized learning , increased student engagement , and greater creativity. ( But what if you’re new to gamification? And they can respond using a smartphone, a laptop or a tablet, which makes it fantastic for BYOD classrooms.

And the top e-learning trends for 2016 are.


It was the age where almost everyone owned a smartphone - whether it was Android, Apple or Windows Phone. Second, the introduction of gamification. Initially thought by some experts and even teachers as a gimmick , gamification quickly caught the interest of the ed tech world, because the best way to teach students is to play games. It’s December, it’s almost the end of the year and it's time to talk about the 2016 e-learning trends.

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How to Use Digital Textbooks in the Classroom

Kitaboo on EdTech

The use of digital textbooks in classrooms is growing in the face of the easy availability of smartphones and the Internet. Digital textbooks are, on the other hand, available for use on smartphones and tablets.

Mobile Momentum: Internet Trends Report 2014

Kevin Corbett

Mobile Internet which includes Smartphones, Tablets, MP3 players, Cameras, and Home Entertainment devices are predicted to reach 10 BILLION units. The post Mobile Momentum: Internet Trends Report 2014 appeared first on | elearning, mobile learning, gamification and more.

Disruptive technologies in Education industry


Gamification. Minecraft, Mathletics are some of the popular gamification apps that are in use across many schools. From ancient gurukuls to blackboards to Virtual Reality headsets, the way education has been imparted has transformed drastically over the last few decades.

Are eTextbooks The Next Big Thing in K-12 Education?

Kitaboo on EdTech

Well, they sure are cute, but what you need to really notice here is that they are already familiar with how to use a smartphone! Slowly but surely, they have realized that smartphones and tablets can also be utilized for educational purposes, and that’s how etextbooks became mainstream.

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TCEA 2018: Educators Meet in Austin to Discuss the Future of the Classroom

EdTech Magazine

Two new in-depth sessions include: Innovative Teaching Academy , where teachers can learn more about flipped and blended classrooms, as well as distance learning, gamification, makerspaces and design thinking. TCEA 2018: Educators Meet in Austin to Discuss the Future of the Classroom.

8 Reasons to Create Interactive Textbooks for Engaging K-12 Students

Kitaboo on EdTech

For this reason, publishers usually opt for a content delivery platform that is compatible with multiple operating systems and on different devices- be it a smartphone, tablet, laptop or a desktop computer. Make the Course Interesting with Gamification.

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Why Consider Mobile Learning? (Infographic)

Kevin Corbett

3.65% of information searches started on a smartphone with 64% of these searches continued on a PC or tablet. 6.46% of mobile workers would pic a smartphone over a tablet or a laptop as their favorite device. 10.Students with smartphones are twice as likely to study between 6am and 8am.

Five Ways Teachers Can Use—and Create—Augmented Reality Experiences


Digital puzzle boxes — breakouts Teachers can create activities similar to those in BreakoutEDU, but instead they configure a set of challenges on a computer, and students engage with these challenges via a smartphone, tablet, or Chromebook. Unlike Pokémon Go, there’s no gamification going on here—for that, teachers have to get a little more creative. A fourth-grade student at Mendez Elementary in San Marcos, Texas, held an iPad out in front of her.

10 Experts’ Predictions for Education and Technology in 2016


One of the biggest EdTech trends in 2016 and for the years to follow will be gamification. Gamification will provide the necessary motivation, engage learners, and bring back the fun element in the learning process. Many universities, like Stanford, have caught on to that trend and are already offering courses and degrees in gamification. The most common device among students is the smartphone.

Are You Prepared For The Future Of Social Learning?

TeachThought - Learn better.

For the current generation of “digital natives” who start using tablets and smartphones even before they can talk, social learning is not an alternative but an inherent way of life. Content gamification is yet another vital aspect of social learning.

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International ed tech and pedagogical projects: notes from INTED 2017

Bryan Alexander

Gaming: many examples of people using games for learning, or gamification for public good (public health, for one). Plotagon is easy, and the students used their smartphones. This past week I attended the INTED conference in Valencia, Spain.




Accessible from any computer, tablet, or smartphone, ClassLink is ideal for 1:1 and Bring Your Own Device (BYOD) initiatives. Tech & Learning has announced the winners of the TCEA Best of Show Awards.