Remove Gamification Remove Interactive Learning Remove Quizzes
article thumbnail

3 Creative Teaching Resources That Save You Time and Money

Ask a Tech Teacher

The basic plan is free, which allows you to create engaging quizzes that students can participate in using any device with internet access. And since gamification of learning can boost student performance by almost 90% , it’s a particularly impactful choice.

Teaching 165
article thumbnail

8 Great Websites and Apps to Help Kids With Fractions

Ask a Tech Teacher

It’s an example of how gamification is ideal for encouraging learners , especially those studying remotely. Interactive Learning on Khan Academy Kids Designed especially for young learners, Khan Academy Kids captivates kids’ minds with interactive and educational math content.

Math 146
Insiders

Sign Up for our Newsletter

This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

Trending Sources

article thumbnail

Education Technology

eSchool News

Virtual reality (VR) and augmented reality (AR) are emerging technologies transforming education by creating immersive, interactive learning experiences. is widely used in classrooms across the globe to review content, assess understanding, and create a fun, competitive learning environment. Educational games like Kahoot!

article thumbnail

Technology Tools for Teaching and Learning

eSchool News

Among examples of technologies that improve student learning is interactive whiteboards, which enable teachers to create interactive lessons, annotate content, and encourage student participation through touch and gesture-based interactions. Platforms like Kahoot!

article thumbnail

Classroom Learning

eSchool News

Another example is the use of educational games or quizzes to reinforce concepts and assess understanding. For instance, a chemistry class might conduct a titration experiment to understand acid-base reactions, while a physics class might build and test simple machines to learn about mechanical advantage.

Learning 130