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Ed Tech Vocab: Keeping Up with Trends in Education

eSpark

Gamification , one of the biggest trends in education, is the process of making learning more fun and engaging for students by reorienting lessons to feel more like games. With the use of BYOD and 1:1 programs gaining popularity, students should be aware of the issues involved with technology.

Trends 97
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Ed Tech Vocab: Keeping Up with Trends in Education

eSpark

Gamification , one of the biggest trends in education, is the process of making learning more fun and engaging for students by reorienting lessons to feel more like games. With the use of BYOD and 1:1 programs gaining popularity, students should be aware of the issues involved with technology.

Trends 52
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Using Google Forms to Streamline Feedback & Document Growth

techlearning

The 1-column rubric, Google Form built for better, faster student data and feedback, and the use of my homemade student tracking system are a triple whammy when it comes to formative assessment. Borrow what you like. Also, feel free to join GEG:NJ and learn with us even if you’re not from Jersey because not everyone is perfect.

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3 Easy Ways to Gamify Your Classroom with Kahoot

Fractus Learning

Purposeful gamification can allow for personalized learning , increased student engagement , and greater creativity. ( But what if you’re new to gamification? And they can respond using a smartphone, a laptop or a tablet, which makes it fantastic for BYOD classrooms. Apps Assessment Games Tools kahoot'

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A Comprehensive Framework For Student Motivation

TeachThought - Learn better.

When researching student motivation and gamification late last year, I came across the most comprehensive gamification framework I’ve ever seen. While it is designed first and foremost as a way to frame gamification and its many strands, gamification is about human encouragement and motivation.

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10 Experts’ Predictions for Education and Technology in 2016

GoConqr

With an increased presence of BYOD and 1:1 programs in classrooms, schools today are faced with the challenge of transforming traditional learning spaces to seamlessly connect pedagogy, technology, and space. One of the biggest EdTech trends in 2016 and for the years to follow will be gamification.

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Resources from Miami Device

Learning in Hand

Pick and play games for intentional moments in the classroom, such formative assessment, differentiated instruction, and reflection to name a few. Using gamification, the most motivational aspects of games in non-game settings, has changed the game of school. A massive online game? Come play along and learn how.