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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. 2) Relatable to Modern Students (Digital Natives) . Final Thoughts .
Laura Hansen, NWEA Director of Academic Services, NWEA As 2024 unfolds, the educational landscape embraces the transformative power of AI, crafting a future where accessibility and personalized learning take center stage. Diana Heldfond, CEO & Founder, Parallel Learning Are students learning?
However, the next paragraph following that one stated: Guidelines for Effective Use of Online Tools in the Classroom When using online tools in the classroom, teachers should be sure to select tools that are age-appropriate, aligned with learning objectives, and accessible to all students.
Laura Hansen, NWEA Director of Academic Services, NWEA As 2024 unfolds, the educational landscape embraces the transformative power of AI, crafting a future where accessibility and personalized learning take center stage. Diana Heldfond, CEO & Founder, Parallel Learning Are students learning?
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