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

EdTech Magazine

Forty-two percent use smartphones, 33 percent use interactive whiteboards and 20 percent use tablets. 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. . Smartphones Are Not Universal in K–12.

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The Future of eLearning - 10 Trends To Be Aware Of

ViewSonic Education

Beyond simple smartphone commands, AI has found a use in the context of eLearning. Gamification. Referred to as gamification, or game-based learning, this facet of eLearning attempts to make education fun! As such, it’s clear that the common implementation of microlearning is not yet complete. Mobile Learning.

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Smartphones in the classroom: friend or foe?

Neo LMS

But with today’s smartphones, can this still be the case? In the pre-smartphone era, when traditional mobile phones – or “dumb phones”, how I like to call them – ruled the world, students simply couldn’t use their phones for learning. Smartphones and the AIDA approach. The post Smartphones in the classroom: friend or foe?

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Metaverse Education: What’s Next for Virtual Learning?

ViewSonic Education

These types of virtual platforms are part of what is known as the gamification of learning, which is the use of gaming elements to improve student engagement and overall enjoyment. Not all virtual or metaverse platforms are focused on gamification, though. Not all virtual or metaverse platforms are focused on gamification, though.

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Technology in the Classroom: The Complete Guide

ViewSonic Education

Then see some common modern additions to the classroom ranging from computers to smartphones. Depending on the material being presented, computers also present an opportunity for adding more media to lessons, gamification, and connectivity with either classmates or instructors. Smartphones. Distracts students.

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When is Gamification in Education Not a Good Idea?

EmergingEdTech

source: unsplash.com Gamification is an increasingly popular strategy for education. Students in the modern digital world are used to playing all kinds of games on their smartphones, consoles, and. Please click on the post title to continue reading the full post. Thanks (and thanks for subscribing)!].

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Why your young students love e-learning

Neo LMS

You’re probably familiar with the notion of gamification — the use of gaming principles and mechanics in a non-game context, like learning. Gamification is all about data. Teachers use videos not only to stimulate class discussions, but also to provide a real world context for the academic learning content.