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

Edsurge

But even as gamification has become a shorthand for engagement, edtech companies have found it challenging to draw a clear distinction between learning and just having fun. Almost a decade into experiments with gamification, edtech companies are changing the way they approach motivation. Quizizz is embodying this shift.

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Can gamification help you generate leads for healthcare programs?

EAB

Blogs Can gamification help you generate leads for healthcare programs? Introducing gamification into your lead generation strategy could offer a promising new way to find students. What is gamification? Gamification is used in marketing to engage potential customers using fun and interactive tactics.

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Remote Learning Strategies: Beyond the Pandemic

eSchool News

Augmented reality, gamification on and on is like like every one of those cases. We defined digital learning as all these instances where students are learning outside of the time and place constraints that you see in a traditional school in a traditional. Our our field depends on basic founded foundational levels of technology.

Learning 130
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AI in Education

eSchool News

Furthermore, AI-driven educational tools often incorporate gamification elements, making learning more engaging and interactive for students. This raises concerns about fairness and equity, as students from underrepresented groups might face further disadvantages. This raises concerns about fairness and equity in the learning process.

Ethics 130
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What Schools Can Learn From a Science Museum That Makes Learning Irresistible for Kids

Edsurge

NYSCI, born at the 1964 World’s Fair in Corona, NY, is on a mission to put its visitors at the center of each hands-on learning experience. Though this may not be optimal for museum flow, it begs the question: what can schools learn about engagement and personalization from this type of informal learning institution?

Science 145
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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. Now, three school years later, it is fair to say that this generation of students will be like no other. AR and VR, for instance, brings a fun element to a lesson and can help students develop critical thinking skills.

Learning 363
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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. Now, three school years later, it is fair to say that this generation of students will be like no other. AR and VR, for instance, brings a fun element to a lesson and can help students develop critical thinking skills.