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Gamification tools that increase student engagement

eSchool News

From a 5th grade teacher lens, it is evident that students are more likely to engage in an educational activity when it is “gamified,” and even more so when it is gamified with technology. There are a variety of reading and math apps and websites that cater to gamification, and even provide the opportunity for differentiation.

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3 ways educators leverage gamification strategies

eSchool News

Here’s how educators across the country are using tools–from Minecraft: Education Edition to Roblox and easy-to-access online resources–to gamify their lessons and help students engage with learning. and Prodigy to gamify her instruction and motivate students. Rosenberg uses Gimkit , Kahoot! ,

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Edtech integration, student engagement are top goals for new school year

eSchool News

The survey of more than 1,100 educators from across North America highlights back-to-school excitement, challenges, student engagement, and technology usage. As educators welcome students back to their classrooms for the 2023-2024 school year, they are continuing to embrace education technology.

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4 ways to encourage play in education

eSchool News

Unstructured play is how students learn to interact with the world around them. It’s all too easy for modern education to become locked into rigid policies and learning models. Thankfully, injecting play into lessons can be a simple process if educators are willing to get creative.

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

Edsurge

CoCo is still in its beta phase, being tested out by educators from 65 different countries. As one educator writes about their experience with the tool, there are no individual user profiles, no way to collect likes and no followers — basically, no emphasis on comparison. A softer, more nuanced form of gamification is on the rise.

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Engaging the reluctant reader: Benefits of gamified learning in literacy education

eSchool News

At the same time, the percentage of students who say they read for pleasure is declining : Fewer than half of all children ages 8-18 (43 percent) say they enjoy reading in their spare time, down from 58 percent in 2016. Educators need creative and authentic ways to engage students in reading without it seeming forced or gimmicky.

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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!”

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