Remove 2012 Remove Gamification Remove Technology
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Technology in the Classroom: The Complete Guide

ViewSonic Education

There has always been technology in the classroom, even if it hasn’t always been welcome. Take a brief look at the history of technology’s uneasy relationship with education. Continue reading to learn everything you always wanted to know about technology in the classroom. . There has always been technology in the classroom.

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New ‘Horizon Report’ Looks Back on What Past Predictions Got Wrong

Edsurge

Remember the hype around gamification? It led the Horizon Report, an annual attempt by a panel of experts to forecast educational trends, to predict in 2012 that gamification would be a major force in education within three years. But here we are in 2019, and people aren’t talking much about gamification in education.

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What Will Online Learning Look Like in 10 Years? Zoom Has Some Ideas

Edsurge

Zoom is actually a decade old, and the first conferences launched in 2012, limited to a mere 15 participants. They’re bullish on Kahoot-like gamification features and new ways of assessing students, too. (No, But as the company itself will tell you, it didn’t spring up overnight.

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BoomWriter and Walch Education joins forces to provide world-class EdTech solutions

eSchool News

BW Walch has over 1m registered users of its technology solutions combined. In 2020/2021 the two companies launched two major technology solutions: GoRead and the Curriculum Engine. BoomWriter brings together creative writing and gamification to provide children a unique approach to writing stories as well as getting published.

EdTech 102
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Learning Games Startup, Motion Math Moves to a New Home: Curriculum Associates

Edsurge

The two companies have had on-and-off conversations about partnership opportunities since 2012. That summer, Klein and his co-founder, Gabriel Adauto, had finished Stanford University’s Learning, Design and Technology program. But this year, the possibility of an acquisition emerged. Financial terms were not disclosed.

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Resources from Miami Device

Learning in Hand

Felix Jacomino , the school’s Director of Technology, managed to lead a team that pulled off an incredible learning event. Technology Integration and the Common Core by Andrew Miller The CCSS call us to integrate technology in intentional and meaningful ways to have students meet rigorous standards. If You Challenge Them.

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The Games Art Historians Play: Online Game-based Learning in Art History and Museum Contexts

ProfHacker

To begin with some definitions, game-based learning differs from gamification in several important ways. Sometimes the latter is reduced to bells and whistles such as gold stars and progress bars, but gamification is potentially a much more subtle and powerful teaching strategy.