How Can eLearning Impact Education?

How Can eLearning Impact Education?

When the COVID-19 pandemic shut down classrooms around the world, the “solution” was deemed to be eLearning. Unfortunately, for many teachers, eLearning simply meant having students tune into video conferencing classes and continue learning in essentially the same manner as they had as when they were sitting in the classroom.

eLearning can be as sure a thing as an Everygame casino bonus for education but you have to understand the different types of eLearning tools and discover ways to use them effectively.


E-Learning is the process of sharing knowledge through various channels so acquiring knowledge becomes simpler, more prolific, and more productive. Some of the most widely used eLearning tools include tools for gamification, cloud-based tools, online open courses, evaluation tools, online video tools, and tools for collaborative learning.

There are multiple advantages to eLearning. The United States Department of Education’s Office of Educational Technology notes that the use of edtech promotes better adaptation to individual student needs, can be delivered at a reduced cost, promotes collaboration between students, promotes project-based learning, helps prepare students for the real world and can help close achievement gaps.
Still not convinced?  Read about some of the edtech tools that are revolutionizing K-12 education today.


Flipgrid is a recording tool that allows students to speak out by recording what they want to say so that they don’t have to feel put “on the spot” by speaking before a physical group. Also, Flipgrid aims to get everyone involved by recording their homework responses from home.

The teacher posts a “topic” – a video with some accompanying text. Students view the video and then respond using their device’s camera. Responses are attached to the original topic and can include emojis, stickers, drawings, and text. Flipgrid is accessible via a web browser so students can use it on a desktop, tablet, or smartphone.

Poll Everywhere

Who doesn’t like to be asked their opinion? In addition to making people, including students, feel as though their views are valued; asking them to express their opinions is also a valuable learning tool in heightening the interest and reinforcing material learned.

With the Poll Everywhere tool, teachers can poll their students about an issue. The students answer using a web browser, their mobile phones, or Twitter. Then, everyone can view the responses live in PowerPoint, Keynote, or on the web.

Using Poll Everywhere, students can communicate their views about timely or sensitive topics or even about their feelings about what’s happening in the classroom or a particular lesson.


GoNoodle is a kind of esports-meets-the-schoolroom as a tool that provides short interactive videos; and other activities that promote learning through movement. Research shows that kids who move focus better and achieve more and GoNoodle is designed to encourage just that for both in-person and remote schooling.

The GoNoodle series of web-based games, videos; and other activities include short bursts of physical exercise as part of their activities and tasks. The GoNoodle mini-games direct kids to jump; duck and dodge with the GoNoodle band of Champs – Peanut, Jelly, and Baby Butter. The Noodle Dance, for instance; has the Champs performing a dance routine that the students invited to join; – the goal is for the students to dance their way towards solving problems and completing assignments.


Kahoot! is a game-based learning platform in which students collaborate in playing user-generated multiple-choice quizzes. The goal of Kahoot is to make learning fun, engaging and inclusive. Teachers can make games based on material that the class has covered for review or start a game with new material in order to motivate the students to acquire the new knowledge through collaborative and social learning.

Each student uses his/her own device to answer the questions with the answers displayed on a shared screen in order to unite the lesson.

In addition to the teacher-generated Kahoot; classes can play the Kahoots that have created by other classes and archived in the Kahoot archive.


Blackboard aims to make education more accessible, more engaging, and more fun by bridging the gap between educators and learners by providing educators with online tools that offer them insightful analytics that they can use to connect with their students on a more personal level and help the students to succeed. However, Blackboard data shows educators how they can enhance their students’ individual strengths and weaknesses which then allows them to find the ways to guide the students through their weaknesses and maximize those strengths.


Wizer gives teachers an easy tool to create an online, interactive worksheet that includes images, videos; online quizzes, interactive activities, and other media that students can use to “complete the worksheet. The goal of Wizer is to allow students to acquire new information and reinforce previously-learned information through dynamic, multi-media assignments. The Wizer worksheets give teachers many different types of strategies to learn and review material.

The Wizer worksheets can sent to the teacher online and the teacher can then provide instantaneous feedback via online comments, feedback, and request revisions. Collaborative work encouraged as group members view each other’s contributions and offer their own comments and edits.

Wizer activities include fill-in-the-blanks, tables, drawings, text assignments, sorting, match games, discussion,s and reflections.

Lino Online Bulletin Board

Students answer questions, express opinions, submit research and offer suggestions on the Lino collaborative online bulletin board. The teacher creates the bulletin board with text, images, and/or videos. Then, the students post online notes in response to teacher-initiated questions. Posts go up in real-time and students and teachers can comment on each other’s posts.

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