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4 Awesome edtech solutions for making students fall in love with reading

Neo LMS

It gives unlimited access to a great library of well-written, humorous, and engaging stories that will captivate young readers. Authors threw in some gamification, as readers receive badges and rewards as they carry on with their reading. Let’s see a few apps that can help students of various ages fall in love with reading: Epic!

EdTech 261
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8 Reasons to Create Interactive Textbooks for Engaging K-12 Students

Kitaboo on EdTech

Be it an online video or a live seminar. 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. Overcome Limited Attention Span with Interactive Elements.

eBook 64
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Top 10 Digital Tools for the Classroom

Kitaboo on EdTech

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. Prezi Video enables users to design professional video presentations to be shared in classrooms, conferences, seminars, and the like. You May Also Like.

Tools 52
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Trends to watch in 2015: education and technology

Bryan Alexander

There’s now a movement to teach humanities seminars online. Gaming and gamification should continue to attract experimental and creative faculty, plus allied staff, but that looks like a very slow growth area for now. Libraries Many trends collide here, and really deserve a full post. This rising tide could pause.

Trends 40
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Learning Revolution Free PD - Michael Stephens Live Keynote - Follett Challenge - Digital Citizenship Week - K12 Online Starts

The Learning Revolution Has Begun

We also highlight good conversations about learning taking place between educators, learners, leaders, and others from the school, library, museum, work, adult, online, non-traditional and home learning worlds. Close to 40 presentations in four different strands: Stories for Learning, Games and Gamification, Passion-Driven Learning and STEAM.