Remove Classroom Remove Digital Learning Remove Gamification Remove Student Engagement
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Metaverse Education: What’s Next for Virtual Learning?

ViewSonic Education

In general, education in the metaverse relies on the use of avatars, digital representations of users, which students can use to interact with one another. Educators can also interact within these digital learning spaces using their own avatars, resulting in a classroom situation within a virtual learning environment.

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3 ways educators leverage gamification strategies

eSchool News

When teachers turn a lesson or tough-to-teach concept into a motivational gamed or use a fun competition to teach new concepts, students become immersed in their learning and are often more engaged–meaning they’re more likely to retain information. Discover how she integrates these gamified tools into her classroom.

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Skibidi anarchy: The role of technology in post-pandemic classrooms

eSchool News

Key points: Digital learning tools must engage students in modern ways How 5 educators use digital tools in the classroom Hands-on learning will help Gen Alpha reach new levels of technical innovation For more on digital classrooms, visit eSN’s Digital Learning hub Today’s kids are built differently.

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A Guide to Choosing an Interactive Learning Platform

ViewSonic Education

EdTech offers personalized learning, real-time feedback, and vast resources for students while empowering teachers to create engaging lessons and tailor instruction. Equally important, it must facilitate students’ active participation, collaboration, and communication within the learning process.

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How to weave video game principles into the classroom

eSchool News

Key points: Harnessing the power of video games can foster a deeper, more meaningful educational experience 3 ways educators leverage gamification strategies The future of gamification For more news on gaming principles, visit eCN’s Teaching & Learning page Student engagement is vital for any educator throughout the length of a course.

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It’s Pedagogy Go With Location-Based Mobile Learning At The University Of South Australia

EdNews Daily

Between 2014-2016 the University of South Australia has been using the pedagogy associated with both playing and designing LBMLGs to blaze a trail that is informing the development of a contextually-based mobile learning framework for higher education. Background.

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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. Can Pokemon Go be part of the classroom?

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