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Prioritizing inclusivity in game-based learning

eSchool News

s director of learning design, and Plub Limpiti, learning designer at Kahoot!, the whitepaper explores the challenges and vast opportunities in creating more inclusive game-based learning experiences that lead to better outcomes. Our new paper is a testament to Kahoot!’s

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Game-Based Learning: How to get Started

EdTechTeam

Game-Based Learning is an experiential approach to education that uses games to engage and motivate students in the learning process. One of the key researchers in the field of Game-Based Learning is James Paul Gee, who has outlined 36 principles of good learning that can be found in games.

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It’s 2020: Have Digital Learning Innovations Trends Changed?

Edsurge

In early 2017, organizations that have focused on digital learning came together to better leverage their strengths and capacities for a common goal: improving student success. The first goal was to create an environmental scan of the digital learning environment in higher education with a focus on adaptive technology.

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3 ways educators leverage gamification strategies

eSchool News

Still, there’s an art to gamifying a lesson and ensuring that students are actually learning instead of just playing a game for points. M:EE is a game-based learning platform that promotes creativity, collaboration, and problem-solving in an immersive digital environment.

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150+ Digital Activities for the K-2 Classroom Inside One Simple App

The CoolCatTeacher

Digital Learning Collection has over 150 apps for kindergarten to second-grade classrooms. In this blog post, I’ll include the video unboxing tour that I recently had with the team at the Really Good Stuff Digital Learning Collection, and I’ll share some thoughts on how you can effectively use this collection in your classroom.

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New tool aids game-based learning integration

eSchool News

Digital learning system helps schools integrate game-based learning applications. For classrooms with no network access, the server can broadcast its own LAN, reducing the load on the school network infrastructure. Next page: Highlights of the classroom gaming server.

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Big Jump in Use of Games, Videos in K-12 Schools, Survey Finds

Marketplace K-12

The number of American teachers using games in classrooms–particularly with younger students–has doubled over the past six years, according to a large survey released last week that measures national ed-tech use. A growing number of teachers, meanwhile, are hungry for PD on how to integrate games in their classrooms.

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