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3 ways educators leverage gamification strategies

eSchool News

Learn more about her instructional strategies. Games are part of many people’s lives–so why not use them to benefit students when teaching? M:EE is a game-based learning platform that promotes creativity, collaboration, and problem-solving in an immersive digital environment. Popular among students (and teachers!),

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How Research-Informed Games May Result in Deep Learning Experiences

Edsurge

Games can be particularly effective for engaging learners, promoting active participation and motivating students, both in and outside of the classroom. But for SplashLearn CEO Arpit Jain, it is important to make a distinction between gamification and game-based learning (GBL).

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How to Transform Lessons Into Adventures

Edsurge

Imagine a classroom with students deeply engaged in their lessons, eagerly solving math problems and exploring English skills through fun digital games. Their excitement is evident as they face challenges and earn rewards, turning traditional learning into an adventure. The key is intentionality.

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How Video Games Can Teach Reading Just as Well as Books

Edsurge

High school English teacher John Fallon is what you might call an early adopter. His tech of choice: video games—specifically narrative-based digital games that engage students by engrossing them in a story. No student chose traditional novels or read alouds as their favorite.

Reading 167
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Game On: How Four Community College Professors Spawned the CUNY Games Network

Edsurge

Borough of Manhattan Community College (BMCC) started collaborating on game-based learning (GBL) in developmental math and writing instruction in the mid-2000s, they had no idea what they were setting in motion. Can a Classic Board Game Teach Writing Skills? Connecting the Dots Between Enjoyment and Learning.

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Amplify’s Games Find a New Home in Touch Press

Edsurge

Yet the company’s most impressive offering may have been its games. based company invested more than $25 million to partner with talented developers who built 30 learning games covering math, science and English Language Arts. Amplify’s game division, which Leites started in 2011, sought to buck the trend.

English 166
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Leveling Up Language Learners’ 21st-Century Skills with Minecraft

Edsurge

In addition to the language generated by the students themselves in their projects, I found that a huge amount of English was being generated as students shared tips, accessed online guides and built a common understanding. The game had given them a reason and a context, not only for using English, but also for activating 21st-century skills.

Languages 166