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NY Times article discusses engagement and gamification

Ascend Math

The article is well worth reading for its smart discussion of “engagement” and “gamification.”. The article, by NY Times reporter Natasha Singer, also made mention of Ascend Math. Base Camp does fit the mold of gamification but it is held in reserve as a reward for student’s hard work and progress in filling math skill gaps.

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

Neo LMS

According to the report, the EdTech industry will reach a global value of $252 billion by 2020. Modern educators know this very well, so they’ve come up with many different ways to incorporate gamification elements into the everyday classroom environment. But what is the purpose of gamification ? Online learning.

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9 ways collaborative learning benefits teachers and students

eSchool News

Some of the advantages can be: Enhanced Learning: There are many educational technologies available including online courses, simulations, virtual reality, and gamification. Engagement: Gamification tools will make learning more fun and engaging for students. Modern Skills: Today’s modern workforce requires digital literacy skills.

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Virtual Virtuoso: Optimal user experience features for e-learning

Neo LMS

Studies show that this largely unwanted national experiment in widespread distance education has not been very successful thus far, with schools across the US reporting rampant online absenteeism , and mounting frustration and discouragement among students, parents, and teachers alike. Use customization and gamification.

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Choosing the right tools to boost student motivation

eSchool News

In a survey conducted in 2018, approximately 29 percent of students reported that they were “not engaged” and 24 percent reported being “actively disengaged.” introducing tools such as student response systems devices and computer software improved student motivation and engagement by 9 percent.

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Edtech integration, student engagement are top goals for new school year

eSchool News

More than 93 percent of those surveyed reported they are somewhat or very likely to implement an educational technology product they have never used before. Students want collaboration and gamification. Related : Driving equitable learning with thoughtful software implementation

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Optimize Training with eLearning Content Development

Kitaboo on EdTech

When a new product or software is launched, it immediately sparks curiosity and enthusiasm. These elements include gamification, animations, quizzes, video tutorials, and audio recaps. Similarly, when the concept of eLearning for professionals was introduced, it sparked a similar eagerness.