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

EdTech Magazine

New Global Survey Offers Snapshot of Technology in the Classroom in 2019. The survey found that use of technology in schools worldwide continues to grow, with 48 percent of students reporting they use a desktop computer in the classroom. One particular area of technology the survey highlighted as growing is smartphones.

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The Top 5 AI Quiz Builder Tools That Can Transform Your Classroom and Their Benefits

Ask a Tech Teacher

Qzzr (now part of Riddle): Interactive Engagement Positioned as an interactive content creation platform, Qzzr empowers users to design quizzes, surveys, and polls. Moreover, Quizlet’s incorporation of spaced repetition, a technique proven to enhance long-term retention, ensures that students retain knowledge over time.

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What’s edtech got to do with growth mindset?

Neo LMS

Instead of making things easy for them, the technology allows you to offer increasingly harder tasks and also make it fun with features such as gamification. Visualizing progress through gamification. Completing units can also give them that satisfaction and it’s even better when using gamification.

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How to Gamify Professional Development

EdTech Magazine

Earlier this year, a Gallup poll surveyed teachers who left the profession. Digital breakouts, which use Google Forms among other tools, represent a type of gamification. How K–12 School Leaders Can Help Incorporate Gamification. How to Gamify Professional Development. eli.zimmerman_9856. Wed, 01/02/2019 - 10:20.

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Edtech integration, student engagement are top goals for new school year

eSchool News

The survey of more than 1,100 educators from across North America highlights back-to-school excitement, challenges, student engagement, and technology usage. More than 93 percent of those surveyed reported they are somewhat or very likely to implement an educational technology product they have never used before.

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Gamification Stage Three: The Constraint

techlearning

That is why the highest form of gamification, what I call stage 3 , is using video game techniques to create experiences for students. When I started to think about how to package and explain all of this to students, I went back to gamification as I always do. It is all about the experience. So far, things have been going well.

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8 LMS features that support student autonomy in the classroom and beyond

Neo LMS

You can add assignments, challenges, and gamification features such as trophies and certificates along the way. Surveys encourage students to self-reflect, analyze, and express themselves. You can create surveys on various topics depending on what you aim for. Learning paths are flexible in an LMS.

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