Remove 2019 Remove Gamification Remove Libraries
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The Game Agency Named to 2019 Training Industry Top 20TM Gamification Companies List

The Game Agency

Stamford, CT – July 30, 2019 – The Game Agency has been named to the 2019 Top Training Companies List for the gamification sector of the learning and development market for the third year in a row. The post The Game Agency Named to 2019 Training Industry Top 20TM Gamification Companies List appeared first on The Game Agency.

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4 Awesome edtech solutions for making students fall in love with reading

Neo LMS

Less than 53% of American adults read at least one book for pleasure in 2019. It gives unlimited access to a great library of well-written, humorous, and engaging stories that will captivate young readers. Authors threw in some gamification, as readers receive badges and rewards as they carry on with their reading.

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6 Assistive Technologies That Can Help Students Reach Their Full Potential

EdTech Magazine

Thu, 09/05/2019 - 10:38. Teachers can use audiobook apps to provide access to school and public library digital collections anytime, anywhere. Gamification Offers an Alternative Approach to Learning. 6 Assistive Technologies That Can Help Students Reach Their Full Potential. eli.zimmerman_9856.

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8 Biggest Reasons Why Teachers Prefer eBooks in Classrooms

Kitaboo on EdTech

Top 8 Reasons Why Teachers Prefer eBooks in Classrooms - Easy to Explain Concepts with Visual Aids Gamification makes Learning Interesting Increases Engagement in Classroom Helps Monitor Classroom Activities Provide Updated Content Helps Students to Learn Faster Easy to Pass Over to The Next Batch of Students Easy to Share and Collaborate 1.

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

Kitaboo on EdTech

Improves Motivation Through Gamification. By including gamification techniques, students are given points for completing assignments on time, scoring well in quizzes etc. Access to Additional Learning Resources Through Content Library. August 29, 2019 | Education Technology. August 8, 2019 | Education Technology.

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

Kitaboo on EdTech

Well, it’s 2019, and most of the schools and universities have already accepted digital textbooks as the future of education. Make the Course Interesting with Gamification. Create a Digital Library. Publishers can also purchase digital libraries from vendors, saving them the time, effort and expense of creating one themselves.

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BreakoutEDU: More Than a Time-Filling Game

Shake Up Learning

Born and raised in Kentucky, I have been an educator for over 20 years as a classroom teacher in grades 4-8, library media specialist, and Tech Coach. © Shake Up Learning 2019. Feel free to contact me via Twitter at @sv314dws. About Susan Vincentz. I serve grades K-12 on four campuses in Louisville and Southern Indiana.