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Reflections on 50 years of Game-Based Learning (Part 3)

Edsurge

More than 50 years after Don Rawitsch introduced Oregon Trail in his eighth grade class, the debate continues : Can games become a legitimate tool for learning? Proponents of game-based learning have good reason to be optimistic—but also cautious. Audience engagement poses another conundrum.

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Reflections on 50 years of Game-Based Learning (Part 2)

Edsurge

The surrounding ecosystem is also much changed, as evidenced by the growing presence of computers and broadband in schools and homes, a new generation of teachers who grew up as gamers, the unbundling of textbooks and an increase in tech-mediated learning.

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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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Making Video Games for Higher Ed Requires Major Investment. Is It Worth It?

Edsurge

For higher education, with smaller potential audiences and student outcomes at stake, companies are debating whether return on investment is there for game-based learning experiences. Currently the ARTé: Macenas game sells to students for $19.95 Enter Textbook Publishers. For example, W.W. million in 2012.

Textbooks 163
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K-12 Tech Innovation News

eSchool News

These devices and tools empower teachers to create engaging lessons, fostering a more interactive and collaborative learning experience. The proliferation of educational apps and online resources has expanded learning beyond the confines of textbooks. This information can inform instructional strategies and interventions.

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High School and Personalized Learning

Ask a Tech Teacher

How technology can support personalized learning in the classroom With the increasing advancement in technology, personalized learning can be implemented quite easily in this so-called highschool of the future. AI-driven content is quickly becoming a reliable and robust alternative to traditional textbooks.

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How an Open-World Video Game Teaches Kids STEM

Edsurge

Imagine learning math and science from the perspective of a middle or high school student. The student’s mental image of the subject is more than likely that of a textbook—dense, daunting, and dry—accompanied by a sigh exclaiming, “Please, anything but this!”

STEM 167