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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.

eBook 52
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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%.

eBook 52
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Trends to watch in 2015: education and technology

Bryan Alexander

Mobile : as humanity continues to migrate ever-increasing swathes of life into handhelds, educators slowly follow suit. Let’s see if higher ed figures out mobile-first design, as ELI recommends. ” I’ve been telling educators about the importance of mobile since 2000.

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8 Trends in Education Technology That Will Have A Major Impact

Kitaboo on EdTech

Mobile-based devices have taken learning outside of the classroom. With mLearning and eLearning growing in popularity, students can learn at their own pace and time. Designing mobile-first responsive content helps students to go through their courses anytime and anywhere. Here’s a list of the 10 best ebook creators.

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