Remove Gamification Remove Interactive Learning Remove Learning Outcomes
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How Research-Informed Games May Result in Deep Learning Experiences

Edsurge

But for SplashLearn CEO Arpit Jain, it is important to make a distinction between gamification and game-based learning (GBL). Whereas games and gamification are often focused on external rewards, game-based learning relies upon intrinsic motivation.

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Is the Traditional Classroom Becoming Obsolete?

Ask a Tech Teacher

As students increasingly seek flexible and interactive learning experiences, the conventional approach may not meet their needs any longer. Research indicates that active participation leads to higher retention rates, which can be upwards of 60% for students engaged in interactive learning.

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What is the new technology for improving teaching and learning?

eSchool News

Emerging technologies are poised to revolutionize K-12 education, offering innovative ways to engage students and enhance learning outcomes. Artificial intelligence is increasingly used for personalized learning, tailoring instruction to individual student needs.

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Education Technology

eSchool News

Virtual reality (VR) and augmented reality (AR) are emerging technologies transforming education by creating immersive, interactive learning experiences. At the core of this scope is instructional technology, which involves the use of devices, software, and platforms to enhance teaching and learning.

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AI in Education

eSchool News

Furthermore, AI-driven educational tools often incorporate gamification elements, making learning more engaging and interactive for students. These tools leverage AI to adapt game scenarios based on individual progress, making the learning process not only educational but also enjoyable.

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Technology Tools for Teaching and Learning

eSchool News

Educators should identify specific learning outcomes and consider how a particular tool aligns with those outcomes and how it can enhance or complement those objectives. Look for tools that support interactive and collaborative learning experiences to engage students actively in the educational process.