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Reflections on 50 years of Game-Based Learning (Part 2)

Edsurge

Other games of this time—such as Carmen Sandiego, MathBlaster and Reader Rabbit—were more intentionally instructive but tended to focus on early learning and more simple game mechanics. Here, the gulf between games for entertainment and games for impact widened significantly.

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3 ways educators leverage gamification strategies

eSchool News

When teachers turn a lesson or tough-to-teach concept into a motivational gamed or use a fun competition to teach new concepts, students become immersed in their learning and are often more engaged–meaning they’re more likely to retain information. Discover how she integrates these gamified tools into her classroom.

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5 ways to engage your students with Minecraft

eSchool News

As an educator for over 27 years and a Digital Learning Specialist (social studies) for the past 7 years in Atlanta Public Schools, I have supported educators across my district and beyond as they purposefully integrate technology in the classroom to promote engagement and 21 st century skill development.

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How one high school became a Minecraft powerhouse

eSchool News

She plans to study the subject at the Borough of Manhattan Community College in the fall. Perched on one of the special gaming swivel chairs the team won as a prize in last year’s city championship, Rayden navigated through cavernous rooms that included a library, market, art gallery, and other amenities like a roller skating rink.

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How Research-Informed Games May Result in Deep Learning Experiences

Edsurge

Games can be particularly effective for engaging learners, promoting active participation and motivating students, both in and outside of the classroom. But for SplashLearn CEO Arpit Jain, it is important to make a distinction between gamification and game-based learning (GBL).

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Gamifying math and beating the summer slide

eSchool News

Key points: Gamifying learning often leads to deeper student engagement and understanding 4 ways to encourage play in education Prioritizing inclusivity in game-based learning For more news on gamification, visit eSN’s Digital Learning hub On October 1st, the announcement rings out: “It’s time to master those multiplication facts, everyone!”

Math 243
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Using technology to support learning through movement

eSchool News

Some colleges and universities encourage using standing or treadmill desks while studying, as well as taking breaks to exercise. A university developed a course that meshes physics lessons with martial arts. When doing professional development, emphasize how much kids love playing games.