Remove Gamification Remove Smartphone Remove Student Engagement Remove Technology
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Metaverse Education: What’s Next for Virtual Learning?

ViewSonic Education

Naturally, this means educators will have questions about where this technology is heading and what comes next for virtual learning. The metaverse is an emerging technological revolution, but the concept itself is nothing new. Not all virtual or metaverse platforms are focused on gamification, though.

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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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10 Experts’ Predictions for Education and Technology in 2016

GoConqr

But that hasn’t stopped us from asking a number of experts in education and technology to gaze into their crystal balls and share their thoughts on one major EdTech trend we can expect to see lighting up learning and one major challenge that education will face in 2016. Technology and the classroom – major trends and challenges.

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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. Schools and colleges which have introduced digital textbooks in their classrooms have seen heavy textbooks disappear from their students’ school bags, thus, lightening their physical load. Conclusion.

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Top 10 Digital Tools for the Classroom

Kitaboo on EdTech

Technology has penetrated every aspect of life, and education is no exception. As more and more teachers, students, and stakeholders experiment with technology, software developers are working day and night to bring them quality solutions. GoSoapBox is preferred by teachers managing large classes of 100+ students.

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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. Here’s how publishers can create interactive textbooks in order to engage K-12 students. Low Cost of Production.

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

Edsurge

Many educators find that gamifying learning keeps students engaged. 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.

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