Remove BYOD Remove Data Remove Gamification Remove Social Media
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Taking Student Voice Beyond The Classroom

techlearning

At the same time I started the Innovation Lab in 2016, I was invited to a gamification conference at UPenn. Every company is a tech company now, influenced by the pervasiveness of the internet and social media. Just as importantly, the internet and social media provides a platform for students to drive change.

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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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Trends to watch in 2015: education and technology

Bryan Alexander

The forthcoming Horizon Report thinks BYOD is one of the two major tech trends for 2016. Gaming and gamification should continue to attract experimental and creative faculty, plus allied staff, but that looks like a very slow growth area for now. Social media is something higher ed is ambivalent about.

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A true gift from SHEG: DIY digital literacy assessments and tools for historical thinking

NeverEndingSearch

Claims on Social Media : Students consider the sources of a tweet and the information contained in it in order to describe what makes it both a useful and not useful source of information. Social Media Video : Students watch an online video and identify its strengths and weaknesses.