Remove Assignments Remove Game-Based Learning Remove Student Engagement
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On a Mission With Game-Based Learning

Edsurge

Instead, Kelly gives credit to a curriculum that engages their creativity and speaks to their interests. I'm not the type of person who likes to assign something and then mill about the room. EdSurge: You talk a lot about mission-based learning. I dive in with the kids. Why is that meaningful to you?

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Survey Reveals Critical Insight Into Teachers’ Technology Use and Challenges 

eSchool News

“Teachers also acknowledged the critical ability to personalize learning for each student and to accommodate diverse learning needs through technology.” They spend almost as much time reviewing their students’ homework assignments. To learn more, visit GoLumio.com.

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5 technologies to avoid in the classroom-and what to use instead

eSchool News

The NGDLE must also include a requirement to move past a “walled garden” approach to locking down a course’s LMS, and instead enable a learning community to make choices about what parts are public and what parts are private.”. Both are available for Android, as well. Better Option? Augmented Reality (AR)/Virtual Reality (VR).

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How to use Minecraft Education in your classroom

eSchool News

Brooks offered scenarios where Minecraft Education elevates student engagement and brings a lesson to life: When it comes to literacy, students can create book covers and design book settings. Older students could recreate houses, villages, or other structures that figure prominently in assigned readings.

Education 297
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5 ways to integrate gamification into your classroom

eSchool News

. “The competitive environment provided by Quizizz fosters a sense of motivation and engagement that is linked to better performance and higher test scores” (Zhang & Crawford, 2023, p. Quizizz allows for both live games and homework assignments, so students can practice at their own pace.

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How to use Minecraft Education in your classroom

eSchool News

Brooks offered scenarios where Minecraft Education elevates student engagement and brings a lesson to life: When it comes to literacy, students can create book covers and design book settings. Older students could recreate houses, villages, or other structures that figure prominently in assigned readings.

Education 288
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Playful Pedagogy: Gamer Types and Board Games for Inclusive Learning

Edsurge

In this pursuit, the Reinvent the Classroom initiative, a collaborative effort led by Digital Promise in partnership with HP, Microsoft and Intel, serves as an exemplar for leveraging game-based learning for inclusive instructional practices. Gamer types can also be used for grouping students.

Learning 201