Remove 2020 Remove Company Remove Game-Based Learning Remove Student Engagement
article thumbnail

How Research-Informed Games May Result in Deep Learning Experiences

Edsurge

Games can be particularly effective for engaging learners, promoting active participation and motivating students, both in and outside of the classroom. But for SplashLearn CEO Arpit Jain, it is important to make a distinction between gamification and game-based learning (GBL).

article thumbnail

Top 5 new EdTech tools that you might use in your university

Neo LMS

According to the report, the EdTech industry will reach a global value of $252 billion by 2020. The change already delivers extraordinary results and 96% of teachers claim that EdTech increases student engagement in learning. Game-based learning. 5 New EdTech tools to watch.

EdTech 347
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 Rise of eSports in Education: Breaking New Ground

The CoolCatTeacher

Welcome to another episode of the 10 Minute Teacher Podcast, where today we're diving into the game-changing world of scholastic esports. The reasons are not only that they are fun but they are making a positive impact on a generation of students whose favorite sport is video games. from Texas Tech University.

E-rate 362
article thumbnail

65 ways equity, edtech, and innovation shone in 2022

eSchool News

Not surprisingly, many of this year’s Top 10 focused on innovative ways to engage students, digital resources, and online and hybrid learning strategies related to post-pandemic teaching. This year’s 6th most-read story focuses on the predictions educators and industry experts made for learning in 2022.

EdTech 114