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For example, if you taught a particular learning objective using gamification , it may be beneficial to also show a video that breaks down the objective step-by-step to give students an additional option to learn from. All you need is a display, projector, or even a smartphone. Classroom Design. Social-Emotional Learning.
It was the age where almost everyone owned a smartphone - whether it was Android, Apple or Windows Phone. 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.
The number of smartphones sold to users had crossed the 1.5 Gamification. Better User Interaction: Interactive courseware results in increased involvement with learners since they can access engaging content from their smartphones. The Importance of eBooks in a FlippedClassroom | Flipped eBooks.
One of the biggest EdTech trends in 2016 and for the years to follow will be gamification. Gamification will provide the necessary motivation, engage learners, and bring back the fun element in the learning process. The most common device among students is the smartphone. Russell Stannard (Educational Technologist, UK).
Videos also support hybrid, blended, and flippedclassrooms, allowing teachers to integrate them into the lessons in both offline and online classrooms. You simply have to play the audio file on your smartphone and listen to it via Bluetooth. The students can also watch the video both in class and at home.
” BYOD programs allow students to use their own technology (usually smartphone or tablet) in a classroom. The Christensen Institute clarifies that “the Rotation model includes four sub-models: Station Rotation, Lab Rotation, FlippedClassroom, and Individual Rotation.” FlippedClassroom.
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