Author: CleverBooks

Gamification and Technology-Based Approach to K-12

Reading time: 6 minutes Intro Conall Ryan: “I help publishers and technology companies develop and execute their ed tech strategies. This work often requires matchmaking clients with research firms, designers, product developers, and distribution partners to build products that meet

Technology in a Classroom – Augmented Reality is the Future of Education. Research

Technology in a Classroom – Augmented Reality is the Future of Education. Research

Research project “Before getting to the point of sharing our “Technology in a Classroom” research project outcome, I would personally like to take this opportunity to “Thank each one of you” on behalf of CleverBooks team for taking your time