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3 ways gamification engages students

eSchool News

In the face of the COVID-19 pandemic, hundreds of thousands of K-12 and college students have transitioned to online learning. Because online learning cannot easily foster the social and emotional connections that in-person learning does, students have a more difficult time staying motivated in classes.

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3 ways to use gamification to engage students

eSchool News

In the face of the COVID-19 pandemic, hundreds of thousands of K-12 and college students have transitioned to online learning. Because online learning cannot easily foster the social and emotional connections that in-person learning does, students have a more difficult time staying motivated in classes.

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How to choose the right digital courses for your students

eSchool News

Top must-have: Standards alignment Digital courses must align with state standards to ensure they meet learning goals and maintain accountability. Students learn differently and are unique, with varying interests and academic needs, and a comprehensive digital curriculum should reflect that.

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When His Roster Outgrew His Classroom, This Prof Mastered Modular Online Curriculum

Edsurge

Robertson notes that redesigning a curriculum using modules allows educators to build a cache of materials a little at a time. When forced to redesign his course, Robertson saw an opportunity to move toward a curriculum that offered more flexibility than his linear syllabus ever could. His choice: modular learning.

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35 edtech innovations we saw at FETC 2023

eSchool News

Beanstack , an edtech platform that helps schools encourage kids to read through gamification, demonstrated the importance of engaging readers. Eduverse.com is a revolutionary online learning environment providing a safe and secure ‘metaverse’ for K-12 schools.

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Is the Traditional Classroom Becoming Obsolete?

Ask a Tech Teacher

What innovations might redefine the learning environment? The Rise of Online Learning Online learning has increasingly become a staple in education, with studies showing that over 30% of students now prefer it over traditional classroom settings. You might wonder why this preference exists.

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How Research-Informed Games May Result in Deep Learning Experiences

Edsurge

But for SplashLearn CEO Arpit Jain, it is important to make a distinction between gamification and game-based learning (GBL). Whereas games and gamification are often focused on external rewards, game-based learning relies upon intrinsic motivation. Research and efficacy studies have really had an impact.