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Gamification: According to MDR Education , gamification is now a top K–12 tech trend. Here, social interaction and STEM education go hand in hand; kids experience robots at a personal, physical level and unwittingly expand their knowledgebase. by Doug Bonderud.
This has fueled trends like gamification , nano-learning , education ecosystems , and mobile-first learning , while futuristic developments like Augmented Reality (AR), Virtual Reality (VR), and metaverse learning are on the horizon. Because not everyone on the school staff is a tech wizard, getting a platform up and running can be tricky.
aim to provide evidence-based learning tools, games, and modules to young students in a virtual space about health subjects. Both of these resources will provide young students the knowledgebase they need to stay healthy for years to come — all while playing fun games and learning exercises. Gamification in Health and Learning.
It is a well-accepted concept for pre-schoolers and has made a successful leap to the classroom, relabeled as ‘gamification’ Use the power of games to draw students into learning and encourage them to build on their own interests. Play is the new teaching. Like any lesson plan, this is only difficult the first time.
KITABOO is one of the best digital tools for the classroom because its content is designed for bite-sized learning with knowledge nuggets, interactive assessments and gamification. Content published via KITABOO is accessible both online and offline and works across platforms & devices (iOS, Android, Windows).
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