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Prioritizing inclusivity in game-based learning

eSchool News

s director of learning design, and Plub Limpiti, learning designer at Kahoot!, the whitepaper explores the challenges and vast opportunities in creating more inclusive game-based learning experiences that lead to better outcomes. Our new paper is a testament to Kahoot!’s

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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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The future of game-based learning

eSchool News

Kevin Hogan sits down for a conversation with Ki Karou, Senior Director of Product, Content for MIND Research Institute , on the evolving landscape of education, gamification, and technology integration.

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3 ways teachers can make learning more interactive

eSchool News

From gamification to crowdsourcing, improve learning with these interactive elements. Educators who want to reach students who favor interactive communication know that integrating digital tools into their lesson plans can be an effective strategy, and many have incorporated technology tools into the classroom in one way or another.

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New Research Proves Game-Based Learning Works—Here's Why That Matters

Edsurge

A great deal of initial research exists about blended learning techniques such as game-based learning, but adoption has stalled because of a lack of scalable, practical techniques that have also proven effective. Without proof of success, many school districts have opted not to adopt new technologies.

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My top 6 gaming resources for STEM teaching

eSchool News

At times it can seem we’re competing with smartphones and video games for students’ undivided attention. Perhaps the best strategy is to embrace the technology and harness it for learning. I use games in my classroom in a few ways. Then, students get a chance to play the game and really immerse themselves.

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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.