Remove Gamification Remove Motivation Remove Science
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5 ways to integrate gamification into your classroom

eSchool News

As a fourth-grade teacher, Ive seen how gamification can transform a regular lesson into something my students look forward to. Here are five ways to integrate gamification into your classroom, using tools like Quizizz, Gimkit, Quizlet, and Blooket. Ive seen this firsthand!

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A Decade Into Experiments With Gamification, Edtech Rethinks How to Motivate Learners

Edsurge

Competing [in a game] doesn’t work as motivation for every student. But even as gamification has become a shorthand for engagement, edtech companies have found it challenging to draw a clear distinction between learning and just having fun. The idea is to keep learners motivated in a class. Quizizz is embodying this shift.

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4 simple ways to put the science of reading into practice

eSchool News

Districts incorporating the science of reading into their curricula are seeing improved student outcomes. Each state’s department of education may have guidelines, frameworks, and resources for implementing the science of reading. This includes research, webinars, and other content to guide implementation.

Science 316
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My top 6 gaming resources for STEM teaching

eSchool News

Motivating students and keeping students actively engaged in lessons is becoming frequently more challenging for even the most creative teachers. Using games to teach, and adding gamification principles to the classroom, can make learning meaningful, engaging, and fun for even the most reluctant learners.

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The Secret to Learning Any New Language May Be Your Motivation

Edsurge

So programs intended to make that process easier and faster are tapping into the science of motivation to improve their methods. Without that intrinsic personal motivation, it’s hard to reach the levels we expect and hope,” says Parandeh Kia, associate provost for educational technology at the institute.

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How This Startup Leverages Games to Create a Love for the Natural Sciences

Edsurge

Games and gamification are not new to education. Ideally, educators want students to discover the joy of learning and be motivated by intrinsic rewards. This is the mission of Michael Kasumovic and Arludo who are bringing gaming to the natural sciences. We’re going to address wide ranging issues through science.

Science 182
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You’re Already Harnessing the Science of Learning (You Just Don’t Know It)

Edsurge

The article focused on how clickers could help boost engagement and gamification in the classroom. Now, a decade later, I see the same clicker-like trend: tools like Kahoot, Quizlet, Quizizz and Plickers are wildly popular due to the increased student engagement and motivation they can provide. But we have the power to do so much more.

Science 165