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How to Gamify Professional Development

EdTech Magazine

Digital breakouts, which use Google Forms among other tools, represent a type of gamification. How K–12 School Leaders Can Help Incorporate Gamification. Neither requires great investments of time or capital, and they can be accessed anywhere — at home, in the classroom, or even on a mobile device. by Joe McAllister.

How To 417
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Top 5 new EdTech tools that you might use in your university

Neo LMS

Modern educators know this very well, so they’ve come up with many different ways to incorporate gamification elements into the everyday classroom environment. But what is the purpose of gamification ? This is why gamification plays such a major role in contemporary education.”.

EdTech 347
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Metaverse Education: What’s Next for Virtual Learning?

ViewSonic Education

These types of virtual platforms are part of what is known as the gamification of learning, which is the use of gaming elements to improve student engagement and overall enjoyment. Not all virtual or metaverse platforms are focused on gamification, though. Not all virtual or metaverse platforms are focused on gamification, though.

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Strategies for Motivating Students: Start with Intrinsic Motivation

Waterford

In this article, we’ll go over the difference between two types of motivation—intrinsic and extrinsic—and why you should prioritize the former in your classroom. And finally, gamification can have an engaging place in the classroom if intrinsic motivation is prioritized.[4] Gamification and student motivation. Buckley, P.,

Strategy 275
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6 eLearning Trends in Custom eLearning Solutions

Most articles on trends discuss mobile, augmented reality, virtual reality, LMS options, apps, and authoring software. The most forward-looking articles make the case for hologram technology that will soon be available. It won’t be enough that gamification and AR/VR can make learning engaging. It is what everyone expects.

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How is mobile learning evolving in the digital world?

Kitaboo on EdTech

The evolving digital technologies are taking mobile learning to the next level with interactive content that promotes self-paced learning anytime and anywhere, while on the go. In other words, mobile learning supports eLearning and classroom teaching. As of now, the full instructor-led or eLearning course cannot be moved to the mobile.

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Gamification to encourage learner autonomy

Nik Peachey

The title of the article ' How I Turned My Classroom into a ‘Living Video Game ’ caught my eye and before I even had time to read it I started thinking about how the factors that create motivation in computer games could be applied to the classroom. The article is well worth reading, although this is only one element it touches on.