Remove English Remove Gamification Remove Interactive Learning
article thumbnail

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. How-To Videos. Although math is already PreK-5, ELA is only PreK-2.

article thumbnail

Nearpod Announces the 2022 Educator of the Year Award Winners

eSchool News

In 2019, Nearpod acquired Flocabulary, a learning platform that engages students in academically rigorous K–12 curriculum while promoting literacy through music videos. Flocabulary offers educational hip-hop videos and research-based curricular tools to increase performance by emphasizing vocabulary and literacy.

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

SIIA Announces Education Technology Finalists for 2023 CODiE Awards

eSchool News

on behalf of CDWG Best Science Instructional Solution for Grades PK–8 STEMscopes Science, Accelerate Learning Inc. on behalf of CDWG Best Science Instructional Solution for Grades PK–8 STEMscopes Science, Accelerate Learning Inc. Freitas (Garden of English, LLC) Most Innovative Ed Tech Company Age of Learning, Age of Learning, Inc.

article thumbnail

SIIA Announces 2023 CODiE Award Winners for Education Technology

eSchool News

on behalf of CDWG Best Science Instructional Solution for Grades PK–8 BrainPOP Science, BrainPOP Best Science Instructional Solution for Grades 9–12 ExploreLearning Gizmos, ExploreLearning Best Science of Reading/Foundational Skills Solution Amira Learning, Houghton Mifflin Harcourt Best Social Sciences/Studies Instructional Solution U.S.

article thumbnail

61 predictions about edtech, equity, and learning 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.

Learning 363
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.