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How to weave video game principles into the classroom

eSchool News

The most successful video games have a stratified reward system that rewards players at spaced intervals while the player works towards a goal. The best way to explain this is by looking at a successful game–let’s use World of Warcraft as an example. That is not to say that players don’t learn skills like students.

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4 Ways to promote collaboration in digital spaces

Neo LMS

As we prepare for spring, it is always good to have some new ideas to promote student engagement and foster more collaboration in the classroom. Read more: The pivotal role of edtech in the hybrid classroom. In what ways can I use digital tools to design more active learning experiences for my students? Breakout rooms.

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How an LMS can help teachers keep older students engaged

Neo LMS

An LMS that supports self-paced learning offers students some degree of agency over their own learning process, thus meeting the needs of both high achievers and those who simply need more time to understand a part of a lesson. Game-based learning. Read more: Why students love a game-based learning experience.

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Developing Academic Language Supports Equity

Digital Promise

Children who do not hear English spoken at home, for example, rarely hear in English the words that matter in academics. By implementing proven multimodal learning strategies, students can overcome the academic language barrier. Game-based learning is one key strategy. In fact, nearly two-thirds of all U.S.

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Engage Kinesthetic Learners With a Multisensory Approach to Teaching

N2Y

Children with kinesthetic learning styles prefer hands-on activities and exploratory learning projects over note-taking, lectures and video demonstrations. They usually enjoy science labs, outdoor classrooms, reader’s theater, group projects and other activities that bring the learning objective to life through active engagement.

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eXSpace exploration

Learning with 'e's

In this follow-on from one of my previous posts entitled Going to the wall , I'm going to highlight some of the features we plan to incorporate into our new experimental learning space (eXSpace) at Plymouth Institute of Education. One of those units will be located within the eXSpace.

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Video for learning: Today and tomorrow

Learning with 'e's

The first time I saw video being used in a classroom was in 1973. We recorded micro-teaches - usually a 10 minute lesson - and then played back the footage to the students so they could see and hear themselves and learn from the experience. I wrote about other examples of the power of educational video in a previous post.

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