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Gamification tools that increase student engagement

eSchool News

There are a variety of reading and math apps and websites that cater to gamification, and even provide the opportunity for differentiation. Let’s start off with reading apps and websites. IXL language arts also incorporates gamification, but it is a paid subscription (free 30-day trial).

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3 ways educators leverage gamification strategies

eSchool News

Carrie Rosenberg, a fourth grade teacher at Community Christian School, notes that gamification is one of the biggest education trends right now. According to ISTE, “gamification is about transforming the classroom environment and regular activities into a game.” Popular among students (and teachers!),

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4 simple ways to put the science of reading into practice

eSchool News

Many students are still reading below the level appropriate for their grade– roughly one-third of fourth graders in the United States read at or below what’s considered the basic level. And unfortunately, even before the pandemic, reading achievement has been low over the past several decades.

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

Edsurge

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. Almost a decade into experiments with gamification, edtech companies are changing the way they approach motivation. Quizizz is embodying this shift.

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STEM priorities: Computer science, funding, and gamification

eSchool News

I can’t fit all of this week’s news stories here, though, so feel free to visit eSchoolNews.com and read up on other news you may have missed. Read on for more: Here’s how to leverage federal funds for STEM education. How gamification is driving learning space design.

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I gamified my classroom and students are soaring

eSchool News

Gamification means using game-design principles such as cooperation, competition, character development, and point scoring in a non-gaming context. As a classroom teacher, I gamified my classroom because I needed an engaging way to deliver the online lessons I created for students during reading and math workshop.

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Engaging the reluctant reader: Benefits of gamified learning in literacy education

eSchool News

On average, about 25 percent of children in the early grades struggle with reading. At the same time, the percentage of students who say they read for pleasure is declining : Fewer than half of all children ages 8-18 (43 percent) say they enjoy reading in their spare time, down from 58 percent in 2016.

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