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Key points: Gamification can help engage students when they might otherwise lose motivation Engaged students are 2.5 The more you treat education as a game, the more likely students are to pay attention and be engaged in class. Gone are the days of teachers lecturing in front of students who are taking furious notes.
At times it can seem we’re competing with smartphones and video games for students’ undivided attention. Perhaps the best strategy is to embrace the technology and harness it for learning. Then, students get a chance to play the game and really immerse themselves.
A great deal of initial research exists about blended learning techniques such as game-basedlearning, but adoption has stalled because of a lack of scalable, practical techniques that have also proven effective. Enders Game by Orson Scott Card—A novel that conceptualizes a variety of game-basedlearning mechanics.
. — Deepak Cheenath That puts CoCo’s strategies to keep students engaged or motivated to learn at complete odds with what many edtech companies have been trying to do to teach literacy or STEM — mimic online games like Robolox or Minecraft that children spend hours immersed in outside of school. Quizizz is embodying this shift.
New online professional development course focuses on increasing student achievement through engagement with game-basedlearning. The ever-increasing omnipresence of digital media in student’s lives can be challenging for teachers as they compete for kid’s attention in and out of the classroom.
This personalized approach allows students to progress at their own pace, reinforcing understanding and addressing specific learning gaps. More–and better–student engagement: Interactive whiteboards, educational games, and multimedia presentations capture students’ attention and make learning more enjoyable.
Educators are constantly challenged to find ways to keep kids’ attention in class when, outside of school, their world is full of all kinds of highly compelling and visually stimulating media. Many educators find that gamifying learning keeps students engaged. This is kind of scary,” she told her teacher, Yvonne Rodriguez, “but fun.”
Games and gamification are not new to education. Even before the more recent growth of the edtech industry, educators have routinely created games and interactive challenges in order to get students engaged with subjects ranging from math and logic to history and reading.
I believe the answer has been in front of us this whole time: video games. You may gasp, but gaming is a multi-billion-dollar industry for a reason. Good video games are incredibly effective at capturing our attention, converting extrinsic rewards into intrinsic motivation, and creating meaningful experiences.
Schools are turning to creative solutions such as immersive technology and gamification in the classroom. We’ll continue to see schools and educators creating experiential lessons to better engage students and get them excited to be in school learning. –Nick Gaehde, President, Lexia Learning.
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