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Game On: Teachers Should Continue to Gamify Classrooms

EdTech Magazine

Get Your Gamification On. Several years ago, gamification was an emerging trend and even named one of the Horizon Report’s Top 10 things driving educational change. Microsoft purchased “Minecraft,” an immensely popular world-building game, in 2014, and immediately churned out an education edition. Break Out of the Digital Mold.

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Mobile Momentum: Internet Trends Report 2014

Kevin Corbett

The former Wall Street technology analyst, now a general partner at venture capital firm Kleiner Perkins Caufield & Byers , published her latest report on the state of the web on May 28, 2014. The continued growth of mobile Internet usage is perhaps the most powerful theme from her INTERNET TRENDS 2014 REPORT.

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Strategies for Motivating Students: Start with Intrinsic Motivation

Waterford

And finally, gamification can have an engaging place in the classroom if intrinsic motivation is prioritized.[4] 4] In a nutshell, gamification is the use of activities and rewards to teach different learning concepts. Gamification and student motivation. Journal of Computer Assisted Learning, February 2014, 30(1), pp.

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Friday 5: K-12 coding

eSchool News

And Singapore launched a tailored coding class for primary and secondary school students as early as 2014. The gamification of learning is one of many fun ways to learn coding and is a great way to teach technical topics that some students would naturally shy away from. Educators have found a solution to this problem: gamification.

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Explore Like a Pirate: Classroom Games and Gamification

Fractus Learning

In late 2015, Matera published his experiences in the book Explore Like a Pirate : Gamification and Game-Inspired Course Design to Engage, Enrich, and Elevate Your Learners. Matera shares that in 2014, 52 percent of the gaming community was composed of females. A sample: Girls don’t game.

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Gaming in Education 2014 Starts Tonight! Schedule and Attending Information.

The Learning Revolution Has Begun

Our 2014 Gaming in Education online conference start tonight! Whether you''re passionate about game-based learning or just getting your toes wet, Gaming in Ed celebrates the value that games offer in educational settings.

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And the top e-learning trends for 2016 are.

Neo LMS

Sure, there were lots of devices released in 2014 and the years before, but 2015 was the mobile age. Second, the introduction of gamification. Initially thought by some experts and even teachers as a gimmick , gamification quickly caught the interest of the ed tech world, because the best way to teach students is to play games.

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