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“An investment in learning pays the best interest”
Benjamin Franklin
DIGITAL LEARNING
Dr. Ahmed Yehi@
Substitution
Tech acts as a
direct tool
substitute, with no
functional change.
Augmentation
Tech acts as a
direct tool
substitute, with
functional
improvement.
Modification
Tech allows for
significant task
redesign.
Redefinition
Tech allows for the
creation of new
tasks, previously
inconceivable.
DIGITAL LEARNING
STRATEGIES
• adaptive learning
• badging and gamification
• blended learning
• classroom technologies
• e-textbooks
• learning analytics
• learning objects
• mobile learning
• personalized learning
• online learning (or e-learning)
• open educational resources (OERs)
• technology-enhanced teaching and
learning
• virtual reality
• augmented reality
1. ADAPTIVE
LEARNING• Computer will tailor customize
resources and activities to address the
unique needs of each learner
Q
ADVANTAGES OF ADAPTIVE
LEARNING
Improvements in student final
examination grades
Increase student engagement
with the content and helping
students with their exam review
Providing insights to instructors
on how their students are
learning
PLATFORMS
2. BADGING AND
GAMIFICATION
Create
Badge
80%
Of learners say their productivity
would increase if the learning
approach is more game-like.
82%
Of learners are in favor of multiple
difficulty levels and explorable
content.
Of learners show greater
engagement if the LMS has a
point system
89%
71%
Of learners are not engaged or
actively disengaged in their
activities
62%
90%
Of learners fell they would be
motivated to learn if they had the
opportunity to compete with
other colleagues
Of learners recall
information if they are
applying content within
a stimulation
FACTS!
THE PLAYER’S
PATH
https://www.socrative.com/http://www.rezzly.com/
https://game.classcraft.com/https://kahoot.com/
https://flipquiz.com/https://jeopardylabs.com/
War Games
Students choose a historical character to use as an avatar. Kahoot! and games like Jeopardy are
also used for review questions, with the opportunity to win points. For example, the best
exercise in the class earns 50 points.
With 300 points, students have the right to take a quiz again. The teacher places the
leaderboard and the achievements of each participant on a Google site, using a Google
spreadsheet with formulas to manage students’ points.
Assignments are classified by levels. Students have the freedom to choose how they do their
homework, using podcasts, blogs, presentations or reports. 95% of students said they couldn’t
imagine a class without Gamification, since it made it more entertaining and drove them to
improve their performance in the course.
An additional motivation was the opportunity to redo the assignments in which they got a low
grade. Apart from motivation and work, students’ grades improved.
Lets Play
https://kahoot.it
3. BLENDED LEARNING
4. CLASSROOM
TECHNOLOGIES
CLASSROOMS PLATFORMS
https://www.commonsense.org/education/blog/9-great-apps-and-websites-that-integrate-with-google-classroom
https://www.commonsense.org/education/blog/9-great-apps-and-websites-that-integrate-with-google-classroom
13 Hours 10 USD 32 hours
11 Hours 25 USD 48 hours
62 USD
WEBSITES
Youtube alternative Math platform
G1 to G8
Math platform
K12
Text to speech problem solving resource
Digital learning

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