Remove 2011 Remove Elementary Remove Gamification Remove Mobility
article thumbnail

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.

Strategy 275
article thumbnail

Resources from Miami Device

Learning in Hand

Innovative Interactive Presentation Tools to Bring Your Classroom to Life by Bryan Miller Interactive response systems have evolved from the formal clickers, to now operating on mobile devices. Bryan gives you a head to head comparison of all of the popular interactive response systems that work on your classroom''s mobile devices.

Insiders

Sign Up for our Newsletter

This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

article thumbnail

The Business of 'Ed-Tech Trends'

Hack Education

Among the major trends Meeker identified for 2017: mobile advertising, gaming, and healthcare. 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. But the results are not uniformly positive.

Trends 56
article thumbnail

Education Technology and Data Insecurity

Hack Education

Pokémon Go, a free augmented reality game developed by Niantic (a company spun out of Google in 2015), became the most popular mobile game in US history this year. Pokémon Go generated more than $160 million by the end of July, hitting $600 million in revenue within its first 90 days on the market – the fastest mobile game to do so.

Data 40