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Gamify Learning: 20+ Resources

Teacher Reboot Camp

When we play video games we learn, build, collaborate, problem-solve, explore, discover, and achieve goals. What if learning were more like playing a video game? Learning surrounds us- characters must collect items that help with the journey and must search for these all around them. Gamifying Learning from Shelly Terrell.

Resources 360
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Metaverse Education: What’s Next for Virtual Learning?

ViewSonic Education

Naturally, this means educators will have questions about where this technology is heading and what comes next for virtual learning. However, in relation to education, the biggest driver of interest is the emergence of possible virtual learning opportunities delivered through the metaverse. . Learning Solutions For the Future.

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Why gamification works [Part 1]

Neo LMS

Candy Crush, a mobile gaming phenomenon, earns its makers, Swedish-based King Games, big money: $250 million in the company’s last declared quarter alone. Building on my curiosity about the way games like Candy Crush affect our minds, I thought we’d take a closer look at gamification. Gamification versus play.

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How K–12 Classrooms Can Benefit from Robotics

EdTech Magazine

Cracking the K–12 connection code requires a new approach, one that combines active-learning pedagogy with robotics in the classroom to deliver an interactive, immersive learning experience. . MORE FROM EDTECH: See how education robotics companies are invigorating K–12 learning. by Doug Bonderud.

Robotics 419
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6 eLearning Trends in Custom eLearning Solutions

It isn’t possible to talk about trends in digital learning without talking about the “digital” part first. Most articles on trends discuss mobile, augmented reality, virtual reality, LMS options, apps, and authoring software. It is too easy to focus on the flash of the tools and ignore the core of learning fundamentals.

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The Future of eLearning - 10 Trends To Be Aware Of

ViewSonic Education

For those who don’t know what it is, eLearning refers to learning that utilizes electronic means to create a more dynamic and instructive learning environment. Adaptive Learning. Social Learning. Video learning. Today, eLearning reigns supreme.

Trends 416
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New Global Survey Offers Snapshot of Technology in the Classroom in 2019

EdTech Magazine

Use of desktops, notebooks and tablets (think Asus Chromebook and Acer Chromebook Tab 10 ) frequently support the ongoing trend of gamification in education, the report states. . MORE FROM EDTECH: See how educators are using mobile devices to make a positive impact. Smartphones Are Not Universal in K–12. by Larry Bernstein.

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