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What Is Gamification, and Why Is It Trending in K–12 Schools?

EdTech Magazine

A 2018 report by the Institute for the Future and Dell Technologies estimated that 85 percent of children entering today’s K–12 schools will eventually find themselves in jobs that don’t currently exist, making educators’ jobs even more challenging. Educators work hard to set students up for success in a world that is increasingly digital.

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TCEA 2018: Educators Meet in Austin to Discuss the Future of the Classroom

EdTech Magazine

TCEA 2018: Educators Meet in Austin to Discuss the Future of the Classroom. Mon, 01/15/2018 - 10:32. 5-9, TCEA 2018 is expected to boast more than 8,000 attendees, 1,000 sessions and 450 exhibitors from a variety of tech companies. meghan.bogardu…. Thousands of educators will hit the ground in Austin, Texas, on Feb.

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The Game Agency Named to 2018 Training Industry Top 20 Gamification List

The Game Agency

Raleigh, NC – October 25, 2018 – Training Industry today announced that The Game Agency has been selected for inclusion in the Training Industry Top 20 list for the Gamification sector of the learning and development market. The post The Game Agency Named to 2018 Training Industry Top 20 Gamification List appeared first on game.

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The 2018 Honor Roll: EdTech’s Must-Read K-12 IT Blogs

EdTech Magazine

The 2018 Honor Roll: EdTech’s Must-Read K-12 IT Blogs. Sun, 04/29/2018 - 20:12. Mariana Garcia uses gamification, project-based learning and the Genius Hour to stimulate and inspire her students in “the age of technology.”. juliet.vanwage…. In the digital age, using your voice has taken on a whole new meaning. CDW VV2 Strategy.

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18 powerful technology tools and trends for 2018

eSchool News

Maureen Yoder, a professor in Lesley University’s Educational Technology Department, presented 18 education trends that will take top billing in 2018. Next page: 18 technologies for 2018).

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Game On: Teachers Should Continue to Gamify Classrooms

EdTech Magazine

Fri, 09/28/2018 - 15:49. 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. Of course, you don’t need an actual game or app to use elements of gamification in the classroom. jena.passut_7651.

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New Global Survey Offers Snapshot of Technology in the Classroom in 2019

EdTech Magazine

Use of desktops, notebooks and tablets (think Asus Chromebook and Acer Chromebook Tab 10 ) frequently support the ongoing trend of gamification in education, the report states. . With mobile technology more integral to people’s lives, it’s predicted that smartphone use in the classroom could reach 55 percent in 2018 globally.

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