The term “gamification” was coined in 2002, and it is defined as “introducing game elements and mechanics to enhance a product, service, or process”. There is a reason why educators continue to pursue gamification; successful gamification engages the audience — and keeping the attention of over thirty students is no easy task. Here are some of the best and worst attempts at using gamification in education:
Author: Bob Hand
In educational circles, gamification has gone from being a mere curiosity to being a billion dollar industry. Some educators have since dismissed gamification as a fad, while others continue to search for new and effective methods of engaging students with gaming elements. Both sides have valid points. Many teachers have experimented with different strategies of gamification in the classroom. Results have ranged from promising to utterly wasteful.
The term “gamification” was coined in 2002, and it is defined as “introducing game elements and mechanics to enhance a product, service, or process”. There is a reason why educators continue to pursue gamification; successful gamification engages the audience — and keeping the attention of over thirty students is no easy task. Here are some of the best and worst attempts at using gamification in education:
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Immersive VR Education have recently won their fifth International award for their educational experience, Apollo 11 VR. The Waterford-based company have taken out Best Educational Experience at the Proto Awards held in Hollywood over the weekend, after being nominated for five awards. It was an exceptionally proud moment, as both their Apollo 11 VR and Engage platform experiences were nominated in the same category. Access to thousands of digital books in myON’s literacy environment has helped improve reading achievement among Indiana’s migrant student population (MINNEAPOLIS, MN) October 11, 2016 – myON, a business unit of Capstone and leading provider of personalized literacy solutions in the K-12 marketplace, and the Indiana Department of Education today announced their continued effort to give every student access to a high-quality education. Today, Finnish education initiative, HundrED, launched the first 75 of its 100 education innovations at Tennispalatsi in Helsinki. HundrED is a collaborative, global project that brings together the thoughts and views of teachers, experts in education and in business, and policy makers from across the world to help shape the future of education. The project aims to determine how the next 100 years of education should look in order to make it relevant, exciting and that it fits the needs of an increasingly globalised world. Author: Rachelle Dene Poth The start of each new school year is an exciting time for teachers and students. After the summer break, teachers head back into their classrooms, feeling refreshed, excited for the new year, and full of some new ideas for students. Making the decision about what to cover the first day, the first week, and each day is important. There are procedures we need to cover and information we have to share with our students, so they know what they can expect and look forward to throughout the year. In planning our instruction and methods, it is helpful to get to understand our students and show that we are invested in their success and care about them. By conveying this, it can help to engage and motivate our students and also develop our classroom culture. The web-based election center is designed to help teachers get students thinking critically about the 2016 presidential election. (CHICAGO) October 4, 2016 — ThinkCERCA, a leading provider of personalized literacy solutions, today announced the launch of Teach the Election, an online information hub that features everything educators need to get students thinking critically about the 2016 election. The site provides teachers with weekly prompts for helping students debate what the candidates are saying in the news, as well as curated differentiated lessons for educating students about the election issues. |
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