Remove Common Core Remove Education Remove Game-Based Learning Remove Gamification
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New Research Proves Game-Based Learning Works—Here's Why That Matters

Edsurge

A great deal of initial research exists about blended learning techniques such as game-based learning, but adoption has stalled because of a lack of scalable, practical techniques that have also proven effective. There are a lot of opinions and fads in education, and they are not serving students well. “In

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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. Here are eight ways to level up game based learning. Because, face it, many educationalgames” fall short. ’ What works in game-based learning?

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Top 100 Sites/Apps for Game Based Learning

Technology Tidbits

This is going to be one of my most ambitious posts yet, as I have curated a gigantic list of my favorite sites/apps for Game Based Learning (a.k.a Gamification). I''ve done posts on educational iOS Apps and Educational Online Games but I have never combined the two and curated a list that specifically deals w/ GBL.

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Many Education Games Are Worksheets with Points. 6 ways to find better learning games.

The CoolCatTeacher

She teaches us all how to use games in the classroom. I asked teachers on the ECM Awesome Educator Network. They say: “Where the students are “told” – eat this [game name omitted] game. Pretty much all of the drill and practice ‘games’ are like that. What can good games do for us?

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BrainRush

Technology Tidbits

BrainRush is one of my favorite new sites for Game Based Learning (GBL). This is a great resource for educators looking to find educational games on a wide variety of subjects such as: Math, Foreign Language, Social Studies, etc. For my Pinterest board on Game Based Learning click here.

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A Dictionary For 21st Century Teachers: Learning Models & Technology

TeachThought - Learn better.

Purpose: Improving our chance for a common language in discussing existing and emerging learning trends, model, and technology in hopes of innovation in classrooms, and collectively, education at large. Audience: K-12 & higher ed educators, researchers, institutions, and organizations globally. Gamification.