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

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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!”

Math 245
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3 keys to making math engaging

eSchool News

There are a number of ways to make math more collaborative and fun, including shifting the emphasis from procedures to discourse, embracing game-based learning, and using data to continually adapt tools to students’ needs. Game-based and play-based learning Game-based learning is different from gamification.

Math 306
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A Decade Into Experiments With Gamification, Edtech Rethinks How to Motivate Learners

Edsurge

The platform comes from the same stables — of MIT Media Lab — as Scratch, the free-to-use, ubiquitous coding language popular with young people from across the world. 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.

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5 of the biggest education trends in 2024

eSchool News

Schools will need to incorporate language and policies about AI into their school codes and practices to discourage cheating and unethical usage of these technologies. Nontraditional learning models: Microschools, microlearning, game-based learning, and more!

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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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5 major education trends of 2024

eSchool News

Schools will need to incorporate language and policies about AI into their school codes and practices to discourage cheating and unethical usage of these technologies. Nontraditional learning models: Microschools, microlearning, game-based learning, and more!

Education 286