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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-basedlearning (GBL).
In this pursuit, the Reinvent the Classroom initiative, a collaborative effort led by Digital Promise in partnership with HP, Microsoft and Intel, serves as an exemplar for leveraging game-basedlearning for inclusive instructional practices.
As these tools become more integrated into the classroom, teachers will want to ensure that all students, including those with disabilities or language barriers, are being supported. Literacy and Curriculum, Certified Academic Language Therapist C.A.L.T Literacy and Curriculum, Certified Academic Language Therapist C.A.L.T
These tools incorporate game elements, such as points, rewards, and leaderboards, to make learning more engaging and interactive. They are often used to teach subjects ranging from languages to math in a fun and competitive environment. What is an example of edtech?
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