Remove Books Remove BYOD Remove Gamification
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Anniversary edition: Top 10 posts of the NEO Blog

Neo LMS

From well-known subjects of education technology, like BYOD and gamification, to technical aspects regarding school LMSs, to trying to guess the future, the NEO Blog covered it all in its rather short existence. Gamification in the classroom: small changes and big results. Top 10 BYOD concerns and how to overcome them [Part 2].

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And the top e-learning trends for 2016 are.

Neo LMS

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. And mixing up gaming with learning makes the latter even more fun.

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How Any Teacher Can Use Lee Sheldon’s Multiplayer Classroom Model

The CoolCatTeacher

His book The Multiplayer Classroom: Designing Coursework as a Game is a favorite of many game based learning experts. But with Airplay and also a cool tool called LightCast, every single device in my BYOD classroom can broadcast to the Jtouch display at the front of my classroom. Quizzes and tests are fighting evil. Learn about JTouch.

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Technology won't replace teachers, but.

Learning with 'e's

As the #lilac13 Twitter stream will reveal, there were lively and protracted debates around the changing nature of library spaces, the nature of knowledge, the future of books and reading, and the impact of digital media. If BYOD is implemented, who manages updates, interoperablity and other implementation strategies?

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Is Augmented Reality Technology The Future of Education ?

Kitaboo on EdTech

Gamification. Whereas integrating Augmented Reality in education allows cheaper and easier creation, alteration and deployment of digital content where almost negligible print costs are incurred; AR-enabled content and all its visuals can be viewed on a reader’s device itself allowing BYOD scenario. Objects modeling. Skills training.

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Resources from Miami Device

Learning in Hand

Learn how to use the iPad apps “Book Creator” and “Creative Book Builder” to create and share enhanced/multimedia eBooks using DropBox for free cloud storage/distribution. Using gamification, the most motivational aspects of games in non-game settings, has changed the game of school. A massive online game?

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10 Experts’ Predictions for Education and Technology in 2016

GoConqr

With an increased presence of BYOD and 1:1 programs in classrooms, schools today are faced with the challenge of transforming traditional learning spaces to seamlessly connect pedagogy, technology, and space. One of the biggest EdTech trends in 2016 and for the years to follow will be gamification.