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6 Factors Of Gamification That Changes Students

TeachThought - Learn better.

6 Factors Of Gamification That Changes Students. Gamification is about transforming the environment and regular activities into a kind of game. Gamification reinforces content, but also has the potential to profoundly impact classroom management. Gamification is about collaboration and teamwork. by Nellie Mitchell.

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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. I think today’s generation of students would definitely consider these phones rather boring.

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4 Questions Every Teacher Should Ask About Mobile Learning

TeachThought - Learn better.

4 Questions Every Teacher Should Ask About Mobile Learning. Truly; the promise of mobile is extraordinary. As I see an increase in creative ways to keep learning alive after class, I’m interested in thinking about what we should be doing to ensure schools can reap the full benefits of mobile. Here’s what I came up with.

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How Can K-12 Schools Improve Learning Outcomes with Technology?

Kitaboo on EdTech

Gamification: Let’s be honest – given a choice between playing a game or solving Math problems, students would definitely prefer playing a game. However, it is important to make a distinction between games and gamification. Games can be used to liven up classroom teaching. Related: 9 Benefits of Interactive eBooks.

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The Secret to Learning Any New Language May Be Your Motivation

Edsurge

Some appeal to people hoping to learn a new language for better employment opportunities and economic mobility. billion valuation , says the bite-size lessons that its app offers in 36 languages compete largely with social media platforms and mobile games for people’s time and attention. The company, an edtech “unicorn” with a $1.5

Learning 210
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Why gamification works [Part 1]

Neo LMS

Candy Crush, a mobile gaming phenomenon, earns its makers, Swedish-based King Games, big money: $250 million in the company’s last declared quarter alone. Building on my curiosity about the way games like Candy Crush affect our minds, I thought we’d take a closer look at gamification. Gamification versus play.

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What Schools Can Learn From a Science Museum That Makes Learning Irresistible for Kids

Edsurge

The museum is currently in conceptual stages of its second initiative: a mobile game based on the Connected Worlds exhibit, an immersive ecosystem simulation for learners of all ages located in the Great Hall at the museum. The apps were prototyped in Tesoriero and Solarsh’s classes. I want to go deeper but the bell just rang.’

Learning 132