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1.How to Motivate and Reward Learners?[Original Blog]

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One of the most exciting and promising applications of edtech hardware is gamified learning, which uses game elements and mechanics to enhance the learning experience and outcomes. Gamified learning can motivate and reward learners by providing them with immediate feedback, clear goals, challenges, and rewards. Moreover, gamified learning can foster social interaction, collaboration, and competition among learners, as well as personalization and customization of the learning content and environment. However, gamified learning also requires careful design and implementation, as well as appropriate edtech hardware and devices, to ensure its effectiveness and suitability for different learners and contexts. In this segment, we will explore some of the key aspects and examples of edtech hardware for gamified learning, and how they can fuel startup success in the edtech sector.

- Feedback devices: Feedback devices are edtech hardware that provide learners with information about their performance, progress, and achievements in the gamified learning process. Feedback devices can be visual, auditory, or haptic, and can range from simple indicators such as lights, sounds, and vibrations, to more complex displays such as screens, speakers, and wearable devices. Feedback devices can help learners monitor their own learning, adjust their strategies, and celebrate their accomplishments. For example, Classcraft is a gamified learning platform that uses feedback devices such as smartwatches, tablets, and interactive whiteboards, to display learners' avatars, health points, experience points, and badges, as well as the consequences of their actions and choices in the game world. Feedback devices can also be used to provide learners with hints, tips, and guidance, as well as to trigger emotional responses such as curiosity, excitement, and satisfaction.

- Input devices: Input devices are edtech hardware that allow learners to interact with the gamified learning content and environment, and to express their choices, actions, and responses. Input devices can be physical, such as keyboards, mice, touchscreens, controllers, and sensors, or virtual, such as voice, gesture, and eye tracking. Input devices can enable learners to control and manipulate the gamified learning elements and mechanics, such as characters, objects, scenarios, and rules. For example, Osmo is a gamified learning platform that uses input devices such as a camera, a mirror, and physical tiles, to enable learners to interact with digital games and puzzles on a tablet, using real-world objects and movements. Input devices can also be used to capture and measure learners' behaviors, actions, and responses, such as their attention, engagement, and emotions, and to adapt the gamified learning accordingly.

- Output devices: Output devices are edtech hardware that deliver the gamified learning content and environment to the learners, and that create immersive and realistic learning experiences. Output devices can be visual, auditory, or haptic, and can range from simple projectors, speakers, and headphones, to more advanced devices such as virtual reality (VR), augmented reality (AR), and mixed reality (MR) headsets, glasses, and gloves. Output devices can help learners visualize and explore the gamified learning content and environment, and to experience the game elements and mechanics in a more authentic and engaging way. For example, zSpace is a gamified learning platform that uses output devices such as a VR headset, a stylus, and a 3D display, to enable learners to interact with 3D models and simulations of various subjects and topics, such as anatomy, physics, and chemistry. Output devices can also be used to create multisensory and multimodal learning experiences, such as combining sound, touch, and smell, to enhance learners' memory and retention.

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