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Why gamification works [Part 2]

Neo LMS

In my last blog we started discussing the “why” of gamification , with a specific focus on the nature of motivation, lensed through one broadly held theory of motivation called Self-Determination Theory (SDT), not to be confused at this point with self-directed learning. Gamification and online learning environments.

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Meet the CYPHER LEARNING team at Bett 2022

Neo LMS

Now more than ever, it’s the perfect time to find inspiration, add more professionals to your personal learning network (PLN) and discover new teaching and learning tools to enhance your practice. We’re happy to announce that the CYPHER LEARNING team will also attend Bett 2022 between 23-25 March, at ExCeL London in London, UK.

Meeting 323
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Simulations as a Teaching Strategy

Ask a Tech Teacher

Simulations and games have grown from rote drills using a computer to challenging learning experiences for students that hone problem-solving and critical thinking skills. This is certainly prominent in the workplace, where some 90% of employees say that gamification makes them better at their job and more productive at work.

Strategy 395
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How Can K-12 Schools Improve Learning Outcomes with Technology?

Kitaboo on EdTech

This builds the case for educators to harness technology and improve learning outcomes for K-12 school students. They need to redesign their courses to suit the learning needs of the new tech-savvy generation and improve learning outcomes. Here’s how K-12 schools can improve learning outcomes with technology: 1.

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The Top 5 AI Quiz Builder Tools That Can Transform Your Classroom and Their Benefits

Ask a Tech Teacher

Done right, this sort of collaboration between AI and teacher results in a better outcome for everyone. AI-powered quiz builders are revolutionizing modern classrooms, transforming traditional teaching methods into captivating, gamified learning adventures.

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Prioritizing inclusivity in game-based learning

eSchool News

s director of learning design, and Plub Limpiti, learning designer at Kahoot!, the whitepaper explores the challenges and vast opportunities in creating more inclusive game-based learning experiences that lead to better outcomes. Co-authored by Louisa Rosenheck, Kahoot!’s Our new paper is a testament to Kahoot!’s

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Gamification in the classroom: small changes and big results

Neo LMS

Games are fun; learning is not. Learning needs to become more like games if we want schools to better equip our kids for the unknown future. The good news is that more and more teachers around the world turn to using gamification — game principles and mechanics — in their classes. First Attempt In Learning.