Remove 2016 Remove Gamification Remove Libraries Remove Student Engagement
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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.) Sign up HERE.

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8 Reasons to Create Interactive Textbooks for Engaging K-12 Students

Kitaboo on EdTech

They are more interactive and intuitive, and keep the students engaged in the learning process. This helps you provide up-to-date content to students. In case the content is being updated, publishers can easily alert the students about the same through notifications. Make the Course Interesting with Gamification.

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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.

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2016 Global Education Conference - Final Day!

The Learning Revolution Has Begun

We are partnering with Chrome Warrior and using their gamification platform to provide an enhanced professional development experience for Global Education Conference attendees. It's been an amazing conference, hope you can join us for some of the final keynotes or sessions!

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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. who are interested in establishing a makerspace in their libraries.

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