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The Game Agency Named to 2018 Training Industry Top 20 Gamification List

The Game Agency

Raleigh, NC – October 25, 2018 – Training Industry today announced that The Game Agency has been selected for inclusion in the Training Industry Top 20 list for the Gamification sector of the learning and development market. For articles, webinars and a wealth of other resources, visit trainingindustry.com. Find the full article HERE.

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How can Teachers Increase Social Learning While Teaching Online?

Ask a Tech Teacher

Ila Mishra, a specialist in both LMS and virtual classrooms, has this informative explanation of how teachers can increase their social learning while teaching online classes: Social Learning is defined as learning through observing behavior, attitudes, and outcomes of those behaviors. Gamification in a virtual classroom.

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4 simple ways to put the science of reading into practice

eSchool News

Educators deserve relevant professional development in research-based instructional practices to inform their classroom instruction. This includes research, webinars, and other content to guide implementation. One example to learn from is the “ Mississippi Miracle ,” in which a state once ranked second to last in the U.S.

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Make your LMS a social learning platform

Ask a Tech Teacher

We inadvertently learn from our daily social interactions, with most of our informal learning happens through online sources of information. Multi-user video conferencing /Live classroom sessions and webinars. Seminars held online, are called webinars. Gamification and Virtual Reality.

LMS 159
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A Step-by-Step Guide On How To Create Your First Online Course

EdTech4Beginners

Learning in an online course is built in such a way that you plan a training program and combine several interaction formats to improve engagement – text, video, images, tests, gamification, open-ended questions, and other interactive elements. Quiz, game, or summary after each information block. Another way is a free webinar.

Course 147
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A Guide to Choosing an Interactive Learning Platform

ViewSonic Education

This has fueled trends like gamification , nano-learning , education ecosystems , and mobile-first learning , while futuristic developments like Augmented Reality (AR), Virtual Reality (VR), and metaverse learning are on the horizon. This helps to preserve teachers’ existing materials for a smooth migration process.

Learning 213
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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.) For more information, visit www.follettlearning.com.