Remove English Remove Game-Based Learning Remove Gamification
article thumbnail

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. According to ISTE, “gamification is about transforming the classroom environment and regular activities into a game.”

article thumbnail

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

Edsurge

. — 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.

Insiders

Sign Up for our Newsletter

This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

Trending Sources

article thumbnail

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).

article thumbnail

How to weave video game principles into the classroom

eSchool News

Key points: Harnessing the power of video games can foster a deeper, more meaningful educational experience 3 ways educators leverage gamification strategies The future of gamification For more news on gaming principles, visit eCN’s Teaching & Learning page Student engagement is vital for any educator throughout the length of a course.

article thumbnail

65 ways equity, edtech, and innovation shone in 2022

eSchool News

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. –Remi Del Mar, Senior Product Manager for K-12 Projectors, Epson America, Inc.