Remove Demo Remove Gamification Remove Libraries
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Meet NEO at FETC 2022!

Neo LMS

The event hosts 10,000 attendees per year, which means that you’ll be able to meet diverse teams made of District Administrators, School Leaders, Educators, Technology Professionals, Library Media Specialists, Ed Tech Coaches and Championsts, among other roles. Meet NEO at FETC 2022! Speaking session: Driving Innovative Instruction.

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Are eTextbooks The Next Big Thing in K-12 Education?

Kitaboo on EdTech

Improves Motivation Through Gamification. By including gamification techniques, students are given points for completing assignments on time, scoring well in quizzes etc. Access to Additional Learning Resources Through Content Library. REQUEST DEMO READ MORE. Top Trends Higher Education Textbook Publishers Must Follow.

eBook 80
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Interactive Textbooks Online: Transform Your K12 Study Experience

Kitaboo on EdTech

How Interactive Textbooks Transform a Students’ Learning Experience Makes Content Easily Accessible Fosters Personalization Embeds Multimedia Adds a Touch of Gamification Fosters Interactive Learning Promotes Timely Assessments Promotes Immersive Learning III. They provide gamification elements like scores, points, badges, etc.,

Study 59
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8 Reasons to Create Interactive Textbooks for Engaging K-12 Students

Kitaboo on EdTech

Make the Course Interesting with Gamification. Create a Digital Library. Just like a physical library, where students go to find additional learning resources, you can create digital library for the etextbook users. REQUEST DEMO READ MORE. This helps you provide up-to-date content to students. You May Also Like.

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Is Online Education Better than Traditional Education?

Kitaboo on EdTech

They can get additional information all by themselves with the help of online libraries. Educational publishers and institutes also include gamification and interactive quizzes and assessments to make the course module more challenging for the students. REQUEST DEMO READ MORE. for better engagement. appeared first on Kitaboo.

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How Can Technology Help Improve Teaching Efficacy in a Classroom?

Kitaboo on EdTech

For instance, gamification allows the packaging of lessons in the form of games. Gamification of lessons builds on the same principles of games for entertainment, the only difference being that the gamified lessons have associated learning outcomes. Contact our expert team now and get started!

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Transform Training: Innovative Apps for Comprehensive Programs

Kitaboo on EdTech

Flexible and efficient, these apps offer engaging learning experiences using tools like gamification, quizzes, and interactive content. Additionally, EdApp offers a wide range of templates and gamification options. With access to a vast course library, EdApp effectively addresses training needs.