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4 Awesome edtech solutions for making students fall in love with reading

Neo LMS

Americans spend an average of 17 minutes per day reading for personal interest; in 2003, the average reading time was 22 minutes. Authors threw in some gamification, as readers receive badges and rewards as they carry on with their reading. This is an app especially designed for kids of 12 and under. Other users have to pay $7.99

EdTech 261
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4 Important Lessons from 15 Years in EdTech

Gaggle Speaks

One of my very memorable failures was in 2003, when I went to Austin ISD to present to the technology team as the final step of a large purchase. Collaborative Learning, 21st Century Skills; Blending Learning, Student Engagement, MOOC; Flipped Classroom; Gamification; Big Data. Lesson learned #1: Eyeballs are not a business model.

EdTech 40
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4 Important Lessons from 15 Years in EdTech

Gaggle Speaks

One of my very memorable failures was in 2003, when I went to Austin ISD to present to the technology team as the final step of a large purchase. Collaborative Learning, 21st Century Skills; Blending Learning, Student Engagement, MOOC; Flipped Classroom; Gamification; Big Data. Lesson learned #1: Eyeballs are not a business model.

EdTech 40
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What Does the Popularity of Pokémon Go Mean for K-12 Gaming? A Q-and-A With James Gee

Marketplace K-12

He has written several books on the role of games and learning, including What Video Games Have to Teach Us About Learning and Literacy (2003) and Language and Learning (2004). In fact, it’s been said, and I think I agree, that it’s not much of a game, but it’s a great gamification of the social media experience.

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The Asian Money Fueling US Edtech Investments

Edsurge

TAL Education Group , which began as a solo tutoring operation in 2003 and has since grown into a publicly-traded empire, boasting $620 million in revenue in 2015 from a network of over 300 brick-and-mortar tutoring centers. An emerging giant in China is the. Yet the company has grander ambitions.

EdTech 98
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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. 2014-2016.

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Education Technology and the Year of Wishful Thinking

Hack Education

In 2005, Joan Didion published The Year of Magical Thinking , which chronicles her husband’s death in December 2003, shortly after their daughter had fallen into septic shock and been placed an induced coma. Pokemon Go : “Why Pokemon Go shows the future of learning gamification,” according to Education Dive at least.