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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.

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Top 5 Benefits of Digital Textbooks You Never Knew About

Kitaboo on EdTech

Features like quizzes, exciting graphics, videos, and flashcards can make learning more enjoyable and help them retain information better and for longer durations. Increased Engagement Gamification is a new trend designed to make education fun and engaging. It has been proven to improve student productivity by almost 50%.

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8 Trends in Education Technology That Will Have A Major Impact

Kitaboo on EdTech

eBooks can be embedded with many features to enhance the learning experience. Complete with annotation tools, bookmarks, hyperlinks, dictionary, search feature, an eBook makes learning more flexible. But with social features embedded in their eBooks, they can share study materials, opinions, projects etc.

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Trends to watch in 2015: education and technology

Bryan Alexander

Ebooks These are gone almost nowhere in education for years, despite the general ebook boom. 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. It’s very sweet to see things coming to pass at last.

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