Remove 2003 Remove Conference Remove Gamification Remove Student Engagement
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4 Important Lessons from 15 Years in EdTech

Gaggle Speaks

Last week, during the 2015 CoSN Annual Conference , I participated in the CoSN Camp FailFest where leaders in education shared professional failures in order to see future successes. When I started Gaggle back in 1999, we were free email for students. Almost all of those companies went out of business. The list goes on and on.

EdTech 40
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4 Important Lessons from 15 Years in EdTech

Gaggle Speaks

Last week, during the 2015 CoSN Annual Conference , I participated in the CoSN Camp FailFest where leaders in education shared professional failures in order to see future successes. When I started Gaggle back in 1999, we were free email for students. Almost all of those companies went out of business. The list goes on and on.

EdTech 40
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It’s Pedagogy Go With Location-Based Mobile Learning At The University Of South Australia

EdNews Daily

Wijers, Jonker and Drijvers (2010) highlight that the potential for engagement increases when gamification features such as rules, goals, points and activities are added. Gamification ties into LBMLGs potential to generate on-location social learning, which is an important dimension of any learning experience. References.