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10 Steps to Create Interactive K12 Learning Modules

Kitaboo on EdTech

Understand Your Audience The end-user of your learning module is quite obviously the student. 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. More so when you’re a K12 student.

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Top 5 Benefits of Digital Textbooks You Never Knew About

Kitaboo on EdTech

They have opened up new opportunities for students who now can access study-material from any device. Increased Accessibility In one of its most comprehensive studies to date, the United Nations International Children’s Emergency Fund (UNICEF) has revealed that over 240 million children worldwide suffer from some form of disability.

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It’s 2020: Have Digital Learning Innovations Trends Changed?

Edsurge

The primary trends identified by the team were: adaptive learning, open education resources (OER), gamification and game-based learning, MOOCs, LMS and interoperability, mobile devices, and design. To those working in higher education, some of the trends presented by the team may not have come as a surprise.

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The Benefits Of Using Technology In Learning

TeachThought - Learn better.

Another benefit of technology in learning is that students often learn faster when they are not only listening to the teacher and reading textbooks but also participating in engaging academic activity. Access To The Latest Information. Easier Plagiarism Detection.

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Reinventing The School Desk: Tip Tap Tap And The Internet of Things

Fractus Learning

Classrooms are embracing interactive whiteboards and mobile devices with enthusiasm. Although Interactive whiteboards, mobile learning, open content and learning management systems are proliferating within classrooms, when it comes to assessment processes, there is a fragmentation between how student data gets transferred seamlessly.

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8 Trends in Education Technology That Will Have A Major Impact

Kitaboo on EdTech

Teachers are far more accessible now and act as mentors to help students in their overall development. This collaborative learning approach helps students to interact with their peers and build their interpersonal skills. Learning Outside the Classroom Environment. Social Media in Learning. Gamification in Education.

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