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Gamification. Phill: The area of gamification keeps coming up as one of the ways to encourage, entertain, engage and keep that momentum going on a longer time period for the course. Gamification is another area that’s been around for a few years. Graham: I’ll tell you what, gamification surprised me.
Students need to be able to learn at their own pace to better grasp and retain information Self-paced, personalized learning allows them to gradually accumulate knowledge and competencies according to their needs and level. . Competency-basedlearning and automation . Personalized learning paths .
Especially during the past two years, the interest and necessity of online learning have skyrocketed. . Students have continued pursuing their studies despite prolonged lockdowns through platforms such as learning management systems (LMSs) and video conferencing software. Automation and gamification features .
Here are the main ILP tools teachers can rely on to personalize learning in and beyond the classroom: 1. Competency-basedlearning. Competency-basedlearning opens the door to a new, student-focused learning approach. E-books, studies, and essays. Literature-related articles.
Use the syllabus to explain the competencies students have to attain, whether or not they’ll receive a completion certificate, and add any books or other materials they’ll need to study for the class. . Add competencies for each class . Competency-basedlearning helps you track student progress and identify learning gaps.
Users can also use the NEO advanced features such as automation, gamification, learning paths, and competency-basedlearning directly from the Windows App. Students will be able to publish, share, and play games with friends on any platform from console to mobile, study games that have been runaway hits, and more.
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