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NY Times article discusses engagement and gamification

Ascend Math

The article is well worth reading for its smart discussion of “engagement” and “gamification.”. The article, by NY Times reporter Natasha Singer, also made mention of Ascend Math. Base Camp does fit the mold of gamification but it is held in reserve as a reward for student’s hard work and progress in filling math skill gaps.

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Top 5 new EdTech tools that you might use in your university

Neo LMS

According to the report, the EdTech industry will reach a global value of $252 billion by 2020. Modern educators know this very well, so they’ve come up with many different ways to incorporate gamification elements into the everyday classroom environment. But what is the purpose of gamification ? Online learning.

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9 ways collaborative learning benefits teachers and students

eSchool News

Some of the advantages can be: Enhanced Learning: There are many educational technologies available including online courses, simulations, virtual reality, and gamification. Engagement: Gamification tools will make learning more fun and engaging for students. Modern Skills: Today’s modern workforce requires digital literacy skills.

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Virtual Virtuoso: Optimal user experience features for e-learning

Neo LMS

Studies show that this largely unwanted national experiment in widespread distance education has not been very successful thus far, with schools across the US reporting rampant online absenteeism , and mounting frustration and discouragement among students, parents, and teachers alike. Use customization and gamification.

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Empower Education: Interactive Workbooks for Schools

Kitaboo on EdTech

Empowering Education: Key Features of Interactive Workbooks Multimedia Integration Interactive Exercises Customizable Content Assessment Tools Gamification Elements Accessibility Features III. Gamification Elements Incorporating elements of gamification , such as badges, points, and leaderboards, makes learning fun and engaging for students.

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Choosing the right tools to boost student motivation

eSchool News

In a survey conducted in 2018, approximately 29 percent of students reported that they were “not engaged” and 24 percent reported being “actively disengaged.” introducing tools such as student response systems devices and computer software improved student motivation and engagement by 9 percent.

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K–12 Teachers Use Virtual and Augmented Reality Platforms to Teach Coding

EdTech Magazine

“We also melded the missions of coding in education with AR for this exploratory study to see if we could get favorable results in timing tests and user experiences,” said Nathan Dass , a researcher and software engineer at Google AI. “We Virtual and Augmented Reality Platforms Can Make Coding Fun. by Eli Zimmerman.