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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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Merge Cube Mania in Middle School

The CoolCatTeacher

Karen Bosch Is the PreK – 8 Technology Instructor at Southfield Christian School in the Metro Detroit area, a position she has held since 2001. Her roots are as an elementary classroom teacher where she utilized technology as an integrated part of the learning environment. Bio as submitted.

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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.