Remove Gamification Remove Online Learning Remove Smartphone
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What Will Online Learning Look Like in 10 Years? Zoom Has Some Ideas

Edsurge

Look for more augmented and virtual reality integrations Google has been in the virtual field trip game for years, through its inexpensive cardboard headsets that use ordinary smartphones. They’re bullish on Kahoot-like gamification features and new ways of assessing students, too. (No,

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6 Benefits of Immersive Learning with the Metaverse

ViewSonic Education

3) Versions of the metaverse are accessible on many different types of technology Immersive learning with the metaverse provides many of the advantages associated with concepts like virtual learning and eLearning, such as the ability to access relevant content on a variety of devices.

Learning 370
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Navigate the Future: Virtual Education and eLearning

Kitaboo on EdTech

Increased Reliance on Mobile and Microlearning According to Statista, the global smartphone penetration stood at 69% as of 2023 and is only set to increase in the future. These statistics also exist in the context of the motivated learner who’s willing to self-learn but is also easily distracted.

eBook 52
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10 Experts’ Predictions for Education and Technology in 2016

GoConqr

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. Mobile learning. The most common device among students is the smartphone. GoConqr Click To Tweet.

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Why is KITABOO the One-Stop Solution for K-12 Learning?

Kitaboo on EdTech

While physical classrooms are still the most preferred way of teaching K-12 students, the global pandemic has normalized online learning in schools in the last two years. . Educational institutions across the globe have understood how convenient and cheap teaching online can be. Intuitive Interface. Seamless Interoperability.

eBook 52
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10 Steps to Create Interactive K12 Learning Modules

Kitaboo on EdTech

Gamify the Learning Experience Who doesn’t enjoy a good game? Gamification of the learning experience is a process by which you incorporate game-like elements into your learning module. These could include setting a point system, creating levels of learning, rewarding students for answering questions correctly and so on.

eBook 52
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Interactive eBooks: The Future of Digital Textbooks Unveiled

Kitaboo on EdTech

Digital textbooks leverage modern learning tools like multimedia elements, videos, images, audio, animations, quizzes, simulations, and more. They also incorporate gamification, and AI features that offer an extra learning edge and enhance the overall learning process for the learners.

eBook 52