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5 Benefits of Adding Gamification to Classrooms

TeacherCast

After all they know more about computers, mobiles, and game applications than they can ever know about libraries, slide projects , and inks. What is Gamification? Gamification is when you choose to use the elements of a game to add flavor to the classroom environment. Gamification A id s Cognitive Development.

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The blossoming partnership between classroom tech and the collaborative learning experience

Neo LMS

There are extremely affordable and easy-to-use models (such as Google Cardboard ) out there for institutions looking to integrate this tech into their classrooms – so it’s well worth considering. A library of resources at your fingertips. Read more: Podcasting in the classroom: The digital tool you should be using.

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15 Edtech items to include in your back-to-school checklist for teachers

Neo LMS

You can even use rubrics created by your fellow teachers in your resource library. If you work together with other teachers in your school on the same LMS, you can share rubrics, competencies, certificates, gamification badges and other types of files. For example, is your Google Drive organized? Prepare class rubrics .

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Best Platforms for eBook and Printed Book Distribution

Kitaboo on EdTech

Best eBook Hosting Platforms to Explore in 2024 KITABOO Lulu IngramSpark Blurb Draft2Digital Google Play Books Amazon KDP Barnes & Noble Press II. You can also add gamification and engaging assessment activities to provide an engaging reading and learning experience. Let’s get exploring! Table of Contents: I.

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Digital Experiential Learning: 7 Steps to Transform Ordinary Classroom Activities

Edsurge

Pick a template Users can browse Genially’s ever-growing library, which includes free gamification templates , to find what best fits the content and story. For Venteicher and Stanley, it made sense for students to assume the role of lead investigators in the case. Image Credit: James Flaskamp 4.

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The Power of Games to Create New Learning Opportunities from Beth Holland at the US Embassy in Italy

EdTechTeacher

Libraries and games have three critical capabilities in common: they bridge communities, encourage problem solving, and make learning fun! Through the lens of Challenge Based Learning, this talk will address how games and gamification can be used to create new learning environments for students.

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17 Take-aways from Summer PD

Ask a Tech Teacher

Once a week we got together virtually (via Google Hangout or a TweetUp) to share ideas, answer questions, and discuss nuances. Some had been teaching for thirty years and still enthusiastically embraced everything from twitter to the gamification of education. Summer PD 2015 just ended. Failed and tried again. Asked questions.