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5 Benefits of Adding Gamification to Classrooms

TeacherCast

While many teachers embraced the idea of brin g ing technology in to the classroom, several other teachers frowned upon the thought of even more technology to disrupt classroom code. What is Gamification? Using it in the classroom is no different.

The Future of eLearning - 10 Trends To Be Aware Of

ViewSonic Education

Dusty blackboards, smudged overhead projectors, and over saturated photocopies - Surely this sounds like many people’s education experience. At ViewSonic, for instance, many tenets of eLearning can be seen in its myViewBoard education platform. Gamification.

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6 E-learning trends currently shaping up the industry

Neo LMS

E-learning trends come and go. Some current trends that shape up the e-learning industry at the moment are rather new, others are currently under the spotlight, while others are proven tactics that will continue to lead to great results. Gamification.

7 e-learning trends for educational institutions in 2017

Neo LMS

Educators around the world either discovered or got better at using technology in their instruction, for both K-12 and higher ed students. Education technology won’t cease to evolve, that’s for sure, but how exactly will it evolve?

Trends 363

Top e-learning trends to keep an eye on in 2020

Neo LMS

If e-learning came to life as a method to augment face-to-face learning, it is now an approach to education that is bigger than the traditional method it was meant to support. Top e-learning trends to keep an eye on in 2020. Flipping the classroom has neve been easier.

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TEACHER VOICE: Three classroom trends gain ground

The Hechinger Report

It’s the middle of my first year back in the classroom after a year away as the 2017 National Teacher of the Year. Kevin’s story reminds me that in the most functional and successful educational environments I saw last year, teachers were respected as professionals.

Trends 109

How Any Teacher Can Use Lee Sheldon’s Multiplayer Classroom Model

The CoolCatTeacher

His book The Multiplayer Classroom: Designing Coursework as a Game is a favorite of many game based learning experts. In today’s show, I’ll tell you how I’m using the Jtouch Interactive Display Board in my classroom. Educator Resources from this Episode.

GUEST POST: Team Tournaments HS Gamification Using Class Dojo

Baker's B.Y.O.D.

I''m fascinated with gamification and using Edmodo to gamify my Odyssey unit , but Mrs. Dause''s approach has got me thinking. This year, I’ve experimented with what feels like a vast array of educational technology and strategies. Could data translate to gamification?

10 Emerging Education Technologies

Edudemic

What about the use of digital textbooks, adaptive learning, collaboration with other schools or flipped classrooms? These technologies represent some of the cutting edge tools and trends in education. The post 10 Emerging Education Technologies appeared first on Edudemic. Articles Featured Tools Trends 3D printing blended learning cloud edtech featured flipped classroom gamification hands-on sharing technology wearable computing

Digital Transformation in the Education Sector - A Guide to Education Technology

ViewSonic Education

This is especially true in the education sector, which finds varying degrees of digital transformation happening all time. Since much of the digital transformation in the education sector is rather new, many are still unaware of EdTech and how it has changed the face of education forever.

8 Great Ways to Level Up Game Based Learning in the Classroom

The CoolCatTeacher

Play Good Games, Get Great Results Game based learning in the classroom should not be worksheets with points. Because, face it, many educational “games” fall short. That is what many educators call these games that fall short of what great gaming can be.

How to Get Teachers to Embrace Gamification

Graphite Blog

Of course you do, and you can through gamified classrooms! Gamification is a hot trend, but it’s more than that -- it’s tapping into students' interests in order to give them the opportunity to explore, problem-solve, and build social skills while connecting with curriculum-based skills and concepts. Here are three of my favorite tips I've used to help teachers "game" their classrooms. What if you could bring this into the classroom?

Our favorite mobile apps: Appy Hour on the Future Trends Forum

Bryan Alexander

What are the best apps for education? Last Thursday the Future Trends Forum ran an experiment. Nearpod – for classroom presentation and interactive exercises. We shared apps for education (on several levels), personal productivity, and mental health aids. Normal.

How to Get Teachers to Embrace Gamification

Graphite Blog

Of course you do, and you can through gamified classrooms! As an instructional technology specialist in our district with a background in middle and high school education, I have an opportunity to influence change, and gamification has been a tool to do just that.

18 powerful technology tools and trends for 2018

eSchool News

Pair that fast pace with the education industry, which is notoriously slow to adopt new things, and it doesn’t exactly sound like a recipe for innovation. Technology changes so rapidly that the newest tablets, phones, and tools are often outdated within a couple years.

Trends to watch in 2015: education and technology

Bryan Alexander

What can we expect in 2016 from the intersection of technology and education? Here I’d like to identify trends from 2015 which seem likely to persist or grow over the next year. Educational technology trends. From non-edutech trends.

How K–12 Classrooms Can Benefit from Robotics

EdTech Magazine

How K–12 Classrooms Can Benefit from Robotics. Classrooms are dynamically impacted by the dual forces of technological evolution and student expectation. MORE FROM EDTECH: See how education robotics companies are invigorating K–12 learning.

The Business of 'Ed-Tech Trends'

Hack Education

This is part eleven of my annual look at the year’s “ top ed-tech stories ” In May, venture capitalist and former securities analyst Mary Meeker released her annual “Internet Trends” report. Among the major trends Meeker identified for 2017: mobile advertising, gaming, and healthcare. Much of what Meeker says in this year’s report about education is placed under her category “gaming.” Is this really a trend?

Epic Guide To Game Based Learning

The CoolCatTeacher

100+ Game Based Learning Resources to Get Started in Your Classroom From the Cool Cat Teacher Blog by Vicki Davis Follow @coolcatteacher on Twitter. Game based learning excites learning in my classroom. It can ignite your classroom too. Game Based Learning in My Classroom.

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

Edsurge

It was an unanticipated scheduling issue that challenged Dr. Bruce Robertson to completely redesign a classroom course to fit an online/in-class hybrid format—in just two weeks. In its stead, he was offered a 150-seat classroom on campus. Join the Club: Educators interested in learning more about Faculty Club opportunities, or being featured in an interview, are invited to reach out to us at educators@coursehero.com.

7 Shifts To Create A Classroom Of The Future

TeachThought - Learn better.

Tomorrow’s Learning Today: 7 Shifts To Create A Classroom Of The Future. This is stuff that’s available not tomorrow with ten grand in classroom funding and 12 hours of summer PD, but today. Game-Based Learning & Gamification.

Game On: Teachers Should Continue to Gamify Classrooms

EdTech Magazine

Game On: Teachers Should Continue to Gamify Classrooms. That doesn’t mean teachers have to turn over their classrooms to “Fortnite,” “Clash of Clans” and “Pokémon Go.” MORE FROM ED TECH : Find out how augmented and virtual reality expand the classroom! Get Your Gamification On.

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

NeverEndingSearch

You may remember Stanford History Education Group (SHEG) for its groundbreaking and utterly depressing report, Evaluating Information: The Cornerstone of Online Civic Reasoning.

New Global Survey Offers Snapshot of Technology in the Classroom in 2019

EdTech Magazine

New Global Survey Offers Snapshot of Technology in the Classroom in 2019. As K–12 educators prepare students for a world where change happens at a rapid pace, they use multiple tools to communicate lessons. leads the way with 75 percent of classrooms using desktop computers. .

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A Peek in My Week: Games, Mattering, Questions, Laughter & Learning WHEW!

The CoolCatTeacher

My keyboarding classroom is completely game based using ClassCraft (thanks, Shawn Young ) and the kids run to class. Gamification is not just points and badges “chocolate on broccoli” as Kae Novak calls it. And remember educators who care, share.

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14 Education Advancements in a Year

Ask a Tech Teacher

The past decade saw significant improvements in the application of technology to learning and 2017 became a tipping point where embedding technology into education finally moved from fringe to mainstream, remaking classrooms in the image of the future. Gamification of classes.

How to Use Digital Textbooks in the Classroom

Kitaboo on EdTech

The use of digital textbooks in classrooms is growing in the face of the easy availability of smartphones and the Internet. The idea and practice of using digital textbooks in classrooms represents a new trend in education.

10 Experts’ Predictions for Education and Technology in 2016

GoConqr

But that hasn’t stopped us from asking a number of experts in education and technology to gaze into their crystal balls and share their thoughts on one major EdTech trend we can expect to see lighting up learning and one major challenge that education will face in 2016. Technology and the classroom – major trends and challenges. Trend. Trend. Savas Savides (Publisher & Former Educator, Greece). Trend. Trend. Trend.

Disruptive technologies in Education industry

EdSense

From ancient gurukuls to blackboards to Virtual Reality headsets, the way education has been imparted has transformed drastically over the last few decades. Globalization and Technology advances over the last decade have significantly altered the landscape of the education sector.

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.

10 Must-Have Features of an Online Education Platform

Kitaboo on EdTech

An online education platform is meant for delivery of educational content to students. This high demand has resulted in the production and availability of many such online education platforms in the market, putting educational institutions in a dilemma.

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Top 5 new EdTech tools that you might use in your university

Neo LMS

Most people don’t consider education technology to be such an important industry, but it’s actually gigantic. However, we can discuss the things that are already here and describe how they influenced everyday classroom activities. But what is the purpose of gamification ?

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Are eTextbooks The Next Big Thing in K-12 Education?

Kitaboo on EdTech

Slowly but surely, they have realized that smartphones and tablets can also be utilized for educational purposes, and that’s how etextbooks became mainstream. Today there are many educational institutes that have incorporated etextbooks as part of their curriculum.

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Anniversary edition: Top 10 posts of the NEO Blog

Neo LMS

From well-known subjects of education technology, like BYOD and gamification, to technical aspects regarding school LMSs, to trying to guess the future, the NEO Blog covered it all in its rather short existence. Gamification in the classroom: small changes and big results.

3 ways to revamp lessons for the interactive learner

eSchool News

Educators who want to reach students who favor interactive communication know that integrating digital tools into their lesson plans can be an effective strategy, and many have incorporated technology tools into the classroom in one way or another.