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NY Times article discusses engagement and gamification

Ascend Math

The article is well worth reading for its smart discussion of “engagement” and “gamification.”. The article, by NY Times reporter Natasha Singer, also made mention of Ascend Math. Base Camp does fit the mold of gamification but it is held in reserve as a reward for student’s hard work and progress in filling math skill gaps.

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Prioritizing inclusivity in game-based learning

eSchool News

When these methods are implemented, more inclusive and accessible edtech tools become available to the users who need them, and learners have additional methods through which to express and demonstrate their learning. Technology holds immense potential to make learning accessible and engaging for all students,” said Rosenheck.

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Game On: Teachers Should Continue to Gamify Classrooms

EdTech Magazine

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. For example, students can see what elements make up a grass block or use helium to make pigs fly, a “Minecraft” blog reported. Break Out of the Digital Mold.

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Interactive Textbooks Online: Transform Your K12 Study Experience

Kitaboo on EdTech

How Interactive Textbooks Transform a Students’ Learning Experience Makes Content Easily Accessible Fosters Personalization Embeds Multimedia Adds a Touch of Gamification Fosters Interactive Learning Promotes Timely Assessments Promotes Immersive Learning III. They provide gamification elements like scores, points, badges, etc.,

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How an LMS can help teachers keep older students engaged

Neo LMS

A version of this post was originally published on February 4, 2020, in Open Access Government. Teachers can also use such resources to increase engagement rates with gamification. Analytics and reporting. Teachers can further sort student learning data into comprehensible reports. No lost documents anymore!

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9 ways collaborative learning benefits teachers and students

eSchool News

Some of the advantages can be: Enhanced Learning: There are many educational technologies available including online courses, simulations, virtual reality, and gamification. Accessibility: The use of the internet allows students and teachers to access and research information quickly and effectively to support self-improvement.

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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. Modern educators know this very well, so they’ve come up with many different ways to incorporate gamification elements into the everyday classroom environment. But what is the purpose of gamification ?

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