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Game Based Learning in Action

The CoolCatTeacher

Game-based learning might not be what you think. On today’s show Matthew Farber, author of Game-Based Learning In Action: How an Expert Affinity Group Teaches with Games , talks about how to use games in the classroom effectively. Game-Based Learning in Action.

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8 things pushing the growth of game-based learning

eSchool News

Revenue for game-based learning and education is projected to reach more than $24 billion by 2024, according to a new market forecast. Metaari’s 2019-2024 Global Game-based Learning Market study , released by Serious Play Conference, notes that growth in AI game-based learning also is expected to skyrocket, analysts say.

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20 Ways to Personalize Your Learning This Summer

The CoolCatTeacher

Course: Designing Blended Learning for Student Engagement and Achievement “By the end of the course, you will be able to design and implement meaningful blended learning experiences with objective-aligned assessments and activities that foster core 21st-century skills.” Check out the course 17.

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

Edsurge

The primary trends identified by the team were: adaptive learning, open education resources (OER), gamification and game-based learning, MOOCs, LMS and interoperability, mobile devices, and design. To those working in higher education, some of the trends presented by the team may not have come as a surprise.

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Leveling Up: How Digital Game-Based Learning Is Altering Education

EdNews Daily

At the turn of the 21st century, public interest in games as learning tools took hold. In the eyes of digital game-based learning proponents, the general public and today’s teachers finally understood something that students and educational researchers knew all along. The Basics of Digital Game-Based Learning.

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Why Games are Central to Building Math Fluency

MIND Research Institute

And by playing games, students can practice and revise their thinking as they move through the developmental stages of mastering math facts at their own pace (Bay-Williams & Kling 2014). Fluency was previously viewed in context with speed and assessed through timed tests. 11 Lessons on Game-based Learning and STEM Education.

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Five Ways Teachers Can Use—and Create—Augmented Reality Experiences

Edsurge

Unlike Pokémon Go, there’s no gamification going on here—for that, teachers have to get a little more creative. Student creations—no coding required Students can also create their own augmented reality experiences in a single class period to demonstrate learning.

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