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10 Popular Educational Trends and What You Need to Know

Waterford

Gamification. Gamification , a learning strategy that involves using games and rewards to teach students, is a strategy with plenty of both advocates and critics. For elementary students, options for experiential learning may be limited. Child & Youth Care Forum, Jan 2011, 40(4), pp. Buckley, P., and Doyle, E.

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Strategies for Motivating Students: Start with Intrinsic Motivation

Waterford

Elementary-aged children are highly motivated when their teachers prioritize content mastery and understanding over high test scores.[2] And finally, gamification can have an engaging place in the classroom if intrinsic motivation is prioritized.[4] Research in Higher Education Journal, 2011. Gamification and student motivation.

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Resources from Miami Device

Learning in Hand

However, what does that look like for early elementary grades (K-3)? Using gamification, the most motivational aspects of games in non-game settings, has changed the game of school. Mobile Learning Experience 2011 , 2012 , and 2013 were fantastic opportunities for educators to learn, share, and connect. A massive online game?

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The Business of 'Ed-Tech Trends'

Hack Education

Another notable area of growth: the size of the report itself, which has expanded from 66 slides in 2011 to 355 this year , with the number of slides almost doubling in the last year alone. Among the major trends Meeker identified for 2017: mobile advertising, gaming, and healthcare. She also noted the growth of markets in China and in India.

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Education Technology and Data Insecurity

Hack Education

Always eager to associate itself with the latest tech craze, education technology embraced Pokémon Go with great gusto: “ Why Pokemon Go shows the future of learning gamification.” Pike unleashing pepper spray into the face of peaceful protesters in 2011 weren’t the first thing that people found about the school online.

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