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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. Competing [in a game] doesn’t work as motivation for every student. But it also can’t offer boring bits of information interspersed with fun games.

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Unleashing the Power of Active Learning: Revolutionizing Online Education for Unprecedented Engagement and Achievement

Faculty Focus

There are many interactive tools available that can be used to create quizzes, games, and simulations. Educators can create online quizzes with multiple-choice, true/false, or fill-in-the-blank questions using platforms such as Kahoot !, Quizizz , or Google Forms.

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Education Technology

eSchool News

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? Among educational technology examples for students is Kahoot!,

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Unleashing the Power of Active Learning: Revolutionizing Online Education for Unprecedented Engagement and Achievement

Faculty Focus

There are many interactive tools available that can be used to create quizzes, games, and simulations. Educators can create online quizzes with multiple-choice, true/false, or fill-in-the-blank questions using platforms such as Kahoot !, Quizizz , or Google Forms.

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Games Can Breed Uncivil Behavior. They Can Also Teach Digital Citizenship.

Edsurge

In the past, where digital citizenship and online games most often intersected was in the realm of communication—namely, norms around respectful language and dialogue that are aligned with the ethical and moral standards that someone would have for face-to-face conversations.

Teaching 159
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With Eyes on Asia, Kidaptive Raises $19.1M to Grow Its ‘Invisible’ Adaptive Learning Platform

Edsurge

Kidaptive first entered the edtech market in 2012 with Leo’s Pad, a game-based learning app that offered mini-games and puzzles to assess cognitive skills in young children. In 2015, Kidaptive acquired Hodoo English, a language-learning company, in a deal that established Kidadaptive’s Korea headquarter.

Quizzes 82