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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. Desktop computers are used significantly more than tablets: The U.S. Yet the numbers remain high for more traditional modes as well, such as pen and paper (90 percent) and whiteboards (73 percent).

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12 Ways to Use Videos for Learning in the Classroom

ViewSonic Education

The use of personal computers or tablets in class is increasingly common, and here video clips can offer an individualized learning experience while still maintaining the benefits of teacher support. Gamification Aids Engagement. Videos Allow for Different Rates of Learning.

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Key Digital Innovations for Today’s Education Professionals

Ask a Tech Teacher

It’s not just about ditching blackboards for tablets – education today is undergoing a paradigm shift in teaching methodologies. Gamification Dry subject matter coupled with decreasing attention spans means traditional teaching approaches are becoming less effective. Gamification in the classroom can take on various forms.

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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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MDM solutions and gamification make perfect interactive learning partners

eSchool News

In the era of mobile devices and tablets, interactivity has become the norm for schoolchildren. To facilitate effective teaching and learning, modern schools must equip every classroom with interactive touchscreens and utilize gamification techniques. Gamification helps students retain acquired knowledge.

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Why your young students love e-learning

Neo LMS

Some people even lobby for a right to technology for every student, in the hope of making the presence of laptops and tablets in classrooms as spread as that of blackboards and notebooks. You’re probably familiar with the notion of gamification — the use of gaming principles and mechanics in a non-game context, like learning.

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Why students love a game-based learning experience

Neo LMS

Gamification in learning is an established trend, and uses the core elements of what make games fun – mastery, narrative, instant feedback, competition, and reward, to create new ways for learners to internalize information. Also, most students are digital natives, so they are already primed towards game-play via tablets and computers.