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5 Flipped Classroom Activities for High School Students

ViewSonic Education

Case Studies. One of the most beneficial flipped classroom activities for high school students involves dividing the class into groups, typically between three and six students, and then giving those groups a case study related to the topic they learned about at home. Class Discussion.

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Why students love a game-based learning experience

Neo LMS

Gamification in learning is an established trend, and uses the core elements of what make games fun – mastery, narrative, instant feedback, competition, and reward, to create new ways for learners to internalize information. So what benefits of gamification in middle school classrooms can we extrapolate from the above case study?

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Your Device Rollout Isn’t About Hardware—It’s About Engagement

Edsurge

Gamification is the idea of adding game-like elements to non-game contexts or environments—the classroom, for example. Gamification can also help educators foster the type of student-teacher relationships that set the table for good classroom management. Why gamifying your rollout may be the key.

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Master Mobile Learning: The Best Corporate Training Apps for On-the-Go Education

Kitaboo on EdTech

Interactive and Engaging Content The best mobile training apps incorporate multimedia elements such as videos, interactive quizzes, and gamification to make training content more engaging and interactive. Snappier and smaller learning segments also keep learners engaged and motivated, leading to better retention and application of knowledge.

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The X-MAKER 3D Printer: Fostering creativity in the classroom

Kathy Schrock

If you are curious about 3D printing and how it can support teaching and learning, IME3D provides overviews and case studies for various grade levels using 3D printing. This library includes items that are targeted for gamification and 3D design. However, this fun little printer is not all this package includes!

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When His Roster Outgrew His Classroom, This Prof Mastered Modular Online Curriculum

Edsurge

In 2013, he documented the experience in a case study in the Atlantic Marketing Journal, titled “ Operating a Very Large-Section, Hybrid Principles of Marketing Class at a Public University: Lessons Learned over Ten Years.” This allows for easy navigation and access by students.

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Digital Distractions: Halloween Edition

ProfHacker

With gamification still getting some buzz in educational circles, this app is a great example of incentives through story done right. The app has seen some great recent improvements in interface design, and includes hundreds of missions with great zombie stories to pass the time.