Remove Game-Based Learning Remove Gamification Remove Mobile Learning
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The Future of eLearning - 10 Trends To Be Aware Of

ViewSonic Education

Gamification. It doesn’t matter whether you’re five years old or fifty, learning is always more interesting, not to mention more digestible, when it’s fun. Referred to as gamification, or game-based learning, this facet of eLearning attempts to make education fun! Mobile Learning.

Trends 416
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Best Gamification Tools for Teachers

Educational Technology and Mobile Learning

Gamification is a cross-disciplinary concept that has been adopted in several sectors including marketing, healthcare, professional development trainings, politics, among others. By definition, gamification is "the incorporation of game elements into non-game settings" 1.

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Kahoot Guide to Creating Engaging and Fun Learning Games

Educational Technology and Mobile Learning

Kahoot is a game-based learning website that allows teachers and students to create, explore, and play a wide variety of educational games. Kahoot uses the learning principles of gamification to.read more.

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Gamification in Education

Kevin Corbett

Below is a great infographic on Gamification in Education. It is from Knewton Learning. As I’ve written in previous posts, it’s first important to distinguish Game-based Learning from Gamification , while recognizing there are measurable cognitive, social, emotional, and learning increases, with successful implementation.

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Navigate the Future: Virtual Education and eLearning

Kitaboo on EdTech

Navigating Key Trends in Virtual Education The Increased Use of Artificial Intelligence (AI) and Machine Learning (ML) Increased Reliance on Mobile and Microlearning Video Learning Takes Advantage of Mobile Learning An Increased Reliance on Game-Based Learning A Greater Focus on Upskilling II.

eBook 52
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Digital classrooms

Learning with 'e's

There were sections on digital literacies and mobile learning, both of which we considered to be important for the success of education and learning in the future. We talked for instance about how technology would streamline assessment, and how the curriculum might be impacted by new technologies.

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Self-Paced E-Learning Market Evaporating, Report Finds

Marketplace K-12

However, sales of mobile learning, simulation-based learning, game-based learning, and “brain-training” software are all on the rise. These increases are cited as major factors in the global decline of computer-based educational and professional training software.

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