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Making Video Games for Higher Ed Requires Major Investment. Is It Worth It?

Edsurge

For higher education, with smaller potential audiences and student outcomes at stake, companies are debating whether return on investment is there for game-based learning experiences. According to a 2013 report by Ambient Insight, the worldwide game-based learning market in higher education is expected to grow to more than $46.1

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Helping Others Along – Motivation Theory and the SAMR Model

techlearning

A teacher’s efficacy belief is a judgment of his or her capabilities to bring about desired outcomes of student engagement and learning.4 2001) Teacher efficacy: Capturing an elusive construct, Teaching and Teacher Education 17 (2001), pp. Moore’s Law – Investopedia.” Accessed 18 Apr. Tschannen-Moran, M. & & Hoy, A.W.

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A Dictionary For 21st Century Teachers: Learning Models & Technology

TeachThought - Learn better.

Game-Based Learning. Learning through games (from physical to digital). The application of game-like “encouragement” mechanics to non-game entities. Put another way, it is making a game out of something that’s not. Livingstone 2001). (13). Learning Simulation.