Remove Classroom Remove Gamification Remove Student Engagement Remove Technology

What is Gamification in Education? 6 Ways to Gamify Your Classroom

ViewSonic Education

As long as it’s not in the context of a certain horror film franchise, but rather in regards to gamification in education, then the answer is probably, “sure!” ” Take a moment to think about your experiences in education, either as a student or as a teacher.

30 Facts About Gamification That Teachers Can’t Overlook

Brilliant or Insane

If you’re not “gamifying” your classroom, then let the games begin. This infographic not only indicates a strong connection between gamification and student engagement, it shows that Fortune 500 companies like IBM and Xerox are using gamification to train employees. While teachers tend to avoid competition in the classroom, games provide the kind of competition with self […]. Infographics Strategy Technology elearning gamification

Smartphones in the classroom: friend or foe?

Neo LMS

The combination of students and mobile devices in the classroom has long been a debate topic among education professionals. The use of mobile devices during classes is often regarded as an element of distraction for students. It has to create and sustain students’ interest.

Library 2.0 Sponsored Webinar - "Student Engagement Through Library-led Gamification" with Tasha Squires

The Learning Revolution Has Begun

Presents: "Student Engagement Through Library-led Gamification" With: Tasha Squires Learning Resource Center Teacher at O’Neill Middle School Library Date + Time: Wednesday, August 17th 10am EST for one hour (Click on the time link to see the event time in your own time zone.)

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

Edsurge

For anyone involved in education, the importance of engagement is clear. And the need for both student engagement and buy-in cannot be overstated when it comes to device rollout. Engagement in the classroom matters. Focus on the students.

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. Stand-and-deliver discourse won’t do it for Gen Z students. What does this mean for robotics in the classroom?

6 Ways To Boost Classroom Productivity With Interactive Flat Panels

ViewSonic Education

Whether it’s in the classroom or in the workplace, sometimes it’s necessary for productivity to see a boost. Thanks to the implementation of technology into the classroom, research has discovered that these tools boost productivity for teachers and students alike.

New Research Proves Game-Based Learning Works—Here's Why That Matters

Edsurge

Without proof of success, many school districts have opted not to adopt new technologies. students who played edgames outperformed their peers on standardized tests. Now a soon-to-be released study from Vanderbilt University demonstrates the impact of rigorous, peer reviewed research into curricular tools, in this case showing that students who played edgames outperformed their peers on standardized tests. Gamify Your Classroom: A Field Guide to Game-Based Learning.

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.

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. The change already delivers extraordinary results and 96% of teachers claim that EdTech increases student engagement in learning.

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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. I believe more schools worldwide will find the funds and way to have their students learn with technology.

A Comprehensive Framework For Student Motivation

TeachThought - Learn better.

A Comprehensive Framework For Student Motivation. When researching student motivation and gamification late last year, I came across the most comprehensive gamification framework I’ve ever seen. 8 Core Drives Of Student Motivation.

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Top Google News, Tips, and Resources from #ISTE19

Teacher Reboot Camp

This year’s conference highlighted so many ways to use Google to engage learners and make grading, assessment, feedback, pbl, gamification, student engagement, collaboration, student choice, and student voice easy to do!

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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.

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.

The NEO Blog turns 2!

Neo LMS

E-learning and education technology seem like never-ending subjects. The students and the communities in which schools exist change with time, so educators need to keep up. Top 7 education apps for the classroom. Why students love a game-based learning experience.

Five Tips for Teaching Typing and Why It's Essential

Edsurge

But while the debate rages over how to best implement technology into the classroom, we should also be mindful of the need to develop the fundamental skills required to interact fully with the machines themselves. Keyboarding is, perhaps, the most essential of all 21st-century skills.

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. The platform, unlike a textbook is an interactive medium where students can engage with the content. How do they decide which platform works best for their students?

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

Edsurge

A fourth-grade student at Mendez Elementary in San Marcos, Texas, held an iPad out in front of her. On the screen, she saw her classroom just as though she were using the camera, but with one startling difference: There was a zombie floating in front of her. Zombies had taken over the school library, and she and her fellow students had to work together to answer various questions about books—such as identifying where the index is located.

5 Ways Video Games Transform Learning and Prepare Students for Tomorrow's Jobs

Edsurge

With the advent of each new technology—like AI, automation, VR/AR, and nanotechnology—comes economic shifts that demand different skills from employees and creates new challenges for both employers and educators. Working in tech and media for the past 20 years, I’ve seen some of these changes firsthand, and one thing has proven consistently true: Engagement is critical when learning new information and mastering new skills.

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8 Reasons to Create Interactive Textbooks for Engaging K-12 Students

Kitaboo on EdTech

Are you still looking for reasons to create e-textbooks for students? For K-12 students, interactive textbooks/ebooks act as a learning companion, as it offers constant interaction. But merely making print books available in digital format does not guarantee engagement.

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You’re Already Harnessing the Science of Learning (You Just Don’t Know It)

Edsurge

It featured colorful photos of students using clickers and quotes from teachers who were thrilled with students’ newfound enthusiasm in class. The article focused on how clickers could help boost engagement and gamification in the classroom. Louis showed dramatic benefits on student achievement —even increasing students’ grades from a C to an A. quizzes, clickers and flashcards), rather than cramming information into students heads (e.g.,

Impact funds pour money into ed tech businesses

The Hechinger Report

The Branson-backed “impact investor” is monitoring not only Classcraft’s revenues but also squishier, less quantifiable performance indicators such as student engagement and school climate in the schools that have bought the product.

10 Keys of Purpose Driven Learning

The CoolCatTeacher

Michael Matera @ mrmatera , author of Explore Like a Pirate , talks about Purpose Driven Learning in the classroom. If you’re a US public school teacher of grades 6-12, you and your students just need to come up with a STEAM idea that can help your community. Their diaphragm’s engaged.

4 Important Lessons from 15 Years in EdTech

Gaggle Speaks

When I started Gaggle back in 1999, we were free email for students. One of my very memorable failures was in 2003, when I went to Austin ISD to present to the technology team as the final step of a large purchase.

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New professional development focuses on engagement through gaming

eSchool News

New online professional development course focuses on increasing student achievement through engagement with game-based learning. Reviews and feedback from initial participants attribute high marks to the new course, entitled Learning Through Engagement – DimensionU.

4 Important Lessons from 15 Years in EdTech

Gaggle Speaks

When I started Gaggle back in 1999, we were free email for students. One of my very memorable failures was in 2003, when I went to Austin ISD to present to the technology team as the final step of a large purchase.

5 Ways to Level-Up Lessons by Gamifying the Learning Experience

EdTechTeam

I fundamentally believe that we engage our learners by designing experiences, not just assigning lessons. One of the best ways to make our lesson plans and daily activities more engaging is to add game-like elements to our classroom experiences.

Resources from Miami Device

Learning in Hand

Felix Jacomino , the school’s Director of Technology, managed to lead a team that pulled off an incredible learning event. I had a great time encouraging educators to give students as much ownership over their devices and learning as possible.

8 Cool Tools You May Have Missed at ISTE 2017

Graphite Blog

At the International Society for Technology in Education (ISTE) conference this year, there was a lot of fanfare, and some really great products. Some are awesome as-is, and some have a ways to go, but each is trying to do something different to make it a must-have in your classroom. This UK-based developer offers a student engagement platform with formative assessment tools like quizzes, interactive presentations, polls, and video discussion similar to Edpuzzle.

2016 Global Education Conference - Final Day!

The Learning Revolution Has Begun

We are partnering with Chrome Warrior and using their gamification platform to provide an enhanced professional development experience for Global Education Conference attendees. Sanny Zuiderveld, co-founder Global Classrooms - Teresa Kramarz, Assistant Professor Middle School General Music.A

WHAT’S NEW: NEW TOOLS FOR SCHOOLS

techlearning

Software & Online ALMA TECHNOLOGIES, INC. www.getalma.com ) Alma Technologies has announced it is allowing any SQL-based business intelligence tool, such as Tableau and Jaspersoft, to access data from its modern, student information system and learning management system.

It’s Pedagogy Go With Location-Based Mobile Learning At The University Of South Australia

EdNews Daily

Hallmarked by high-interaction and high-context situational learning, LBMLGs provide students with the opportunity to visit real locations and adopt new perspectives. We piloted our first LBMLG in a core undergraduate Business course involving more than 400 students in 2014.