Remove 2016 Remove Company Remove Gamification Remove Student Engagement
article thumbnail

Library 2.0 Sponsored Webinar - "Student Engagement Through Library-led Gamification" with Tasha Squires

The Learning Revolution Has Begun

Presents: "Student Engagement Through Library-led Gamification" With: Tasha Squires Learning Resource Center Teacher at O’Neill Middle School Library Date + Time: Wednesday, August 17th 10am EST for one hour (Click on the time link to see the event time in your own time zone.)

article thumbnail

10 Experts’ Predictions for Education and Technology in 2016

GoConqr

2016 is now well underway, but few could say how it will end or what major changes we’ll see as the year unfurls. In 2016, I believe we will see more learners creating, making, programming, coding, producing, innovating, inventing, designing, problem solving and publishing. GoConqr Click To Tweet. GoConqr Click To Tweet.

Insiders

Sign Up for our Newsletter

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

article thumbnail

Epic Guide To Game Based Learning

The CoolCatTeacher

Does Gamification in Education Really Improve Learning? Teachers Report Sharp Growth in Game-Based Learning by District Administration (July 2016) – reports that 48% of classroom teachers report using games in classroom instruction in 2015. Gamification in Education – a piece I wrote for Edutopia on this topic.

article thumbnail

WHAT’S NEW: NEW TOOLS FOR SCHOOLS

techlearning

The NEO mobile app for Windows allows users to access the full feature set within the platform including creating and delivering online classes, assessing students, sharing resources, tracking student achievement, and collaborating on projects. HERO K12, BV INVESTMENT PARTNERS AND SCHOOLMINT ( herok12.com for middle school.

Tools 71