Remove Gamification Remove Quizzes Remove STEM
article thumbnail

Reimagining the Flipped Classroom: Integrating AI, Microlearning, and Learning Analytics to Elevate Student Engagement and Critical Thinking 

Faculty Focus

AI-enabled systems such as adaptive learning platforms, chatbots, and generative tools like ChatGPT can provide students with on-demand explanations, simulate peer discussions, offer low-stakes quizzes, and give instant feedback. Simply replacing lectures with videos or adding quizzes does not constitute a true flip.

article thumbnail

Reimagining the Flipped Classroom: Integrating AI, Microlearning, and Learning Analytics to Elevate Student Engagement and Critical Thinking 

Faculty Focus

AI-enabled systems such as adaptive learning platforms, chatbots, and generative tools like ChatGPT can provide students with on-demand explanations, simulate peer discussions, offer low-stakes quizzes, and give instant feedback. Simply replacing lectures with videos or adding quizzes does not constitute a true flip.

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

A Decade Into Experiments With Gamification, Edtech Rethinks How to Motivate Learners

Edsurge

. — Deepak Cheenath That puts CoCo’s strategies to keep students engaged or motivated to learn at complete odds with what many edtech companies have been trying to do to teach literacy or STEM — mimic online games like Robolox or Minecraft that children spend hours immersed in outside of school. Quizizz is embodying this shift.

article thumbnail

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.

article thumbnail

How Do You Use Technology to Improve Your Learning?

eSchool News

Among technology tools for teaching and learning, an engaging example of technology as a K-12 learning tool is educational gamification platforms. Students participate in quizzes and challenges, applying knowledge in a gamified context. These platforms, like Kahoot!

article thumbnail

3 Apps Disguised as Games to Help Bolster Learning

Ask a Tech Teacher

It’s more like the games students love than the tests and quizzes traditionally taken at school. Assessment options include quizzes, discussions, and surveys. This is great to gamify a STEM program. Align it with a STEAM or STEM unit on architecture or coding. Kahoot is simple to use. Insider Tips.

Quizzes 87