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3 ways gamification engages students

eSchool News

Gamification , defined as using game-like elements in non-game contexts, can help motivate online learners and solve this issue. In the context of education, gamification elements typically include digital badges, leaderboards, progress bars, and more.

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3 ways to use gamification to engage students

eSchool News

Gamification , defined as using game-like elements in non-game contexts, can help motivate online learners and solve this issue. In the context of education, gamification elements typically include digital badges, leaderboards, progress bars, and more.

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How robotic gamification helped my elementary students love STEM

eSchool News

Educators have found a solution to this problem: gamification. Through the CoderZ Robotics curriculum, kids learn to create, manage, and communicate with cyber robots in a virtual setting by inputting code. In particular, the CoderZ platform offers a complete curriculum for programming cyber robots.

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STEM priorities: Computer science, funding, and gamification

eSchool News

STEM education is a focus once again, with a highlight on leveraging federal funds for STEM education, a look at gamification’s latest role in classroom design, and the latest news in computer science education. How gamification is driving learning space design. Online petition urges computer science education funding.

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A Decade Into Experiments With Gamification, Edtech Rethinks How to Motivate Learners

Edsurge

But even as gamification has become a shorthand for engagement, edtech companies have found it challenging to draw a clear distinction between learning and just having fun. Almost a decade into experiments with gamification, edtech companies are changing the way they approach motivation. Quizizz is embodying this shift.

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3 ways teachers can make learning more interactive

eSchool News

From gamification to crowdsourcing, improve learning with these interactive elements. Curriculum Engaging Students with Game-Based Learning Featured on eSchool News Next Generation Collaboration Resource Top News collaboration crowdsourcing gamification gaming interactive interactive learning student response systems'

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How to choose the right digital courses for your students

eSchool News

Comprehensive digital curriculum is designed with the end goal in mind, based on Understanding by Design, an award-winning book and theory by Grant Wiggins and Jay McTighe that focuses on the benefits of backward planning. A high-quality digital course catalog should also meet the needs of a diverse audience.