This site uses cookies to improve your experience. To help us insure we adhere to various privacy regulations, please select your country/region of residence. If you do not select a country, we will assume you are from the United States. Select your Cookie Settings or view our Privacy Policy and Terms of Use.
Cookie Settings
Cookies and similar technologies are used on this website for proper function of the website, for tracking performance analytics and for marketing purposes. We and some of our third-party providers may use cookie data for various purposes. Please review the cookie settings below and choose your preference.
Used for the proper function of the website
Used for monitoring website traffic and interactions
Cookie Settings
Cookies and similar technologies are used on this website for proper function of the website, for tracking performance analytics and for marketing purposes. We and some of our third-party providers may use cookie data for various purposes. Please review the cookie settings below and choose your preference.
Strictly Necessary: Used for the proper function of the website
Performance/Analytics: Used for monitoring website traffic and interactions
The younger Generation Alpha ( born ~2013 to 2025 ) is even more immersed in digital experiences and will likely demand even more personalized, technology-rich learning. Data from Gallup backs this up: 46% of Gen-Z students say hands-on learning drives their interest. Game-Ready Apps for Instant Engagement Want to level it up?
Notes from a panel session at SXSWedu 2013 [link] Teaching is a complex undertaking. Learning is a deep challenge. How do we approach game development and what role does it have in learning? Play is fundamental to how we learn. Build the game around that. Who are students and teachers in 2013?
That listserv discussion suggested there exists considerable confusion about what game-basedlearning is, so my goal here is to address that practical need. To begin with some definitions, game-basedlearning differs from gamification in several important ways. Please share in comments! ”
Tomorrow’s Learning Today: 7 Shifts To Create A Classroom Of The Future. Ed note: This post has been updated from a 2013 post). In short, the shift from purely academic standards to critical thinking habits supports personalized, 21st century learning through a preceding shift from institution to learner. by Terry Heick.
Both events are focused on four main themes from the NMC Horizon Report > 2013 Museum Edition : Bring Your Own Device, Location-Based Services, Crowdsourcing, and Makerspaces. Share your experience with game-basedlearning with an audience of game developers and peer educators!
Chad Collins has been with Spencer County Public Schools (KY) since 2013, first as a middle school social studies and ELA teacher, and currently as the campus Gifted and Talented Teacher for Spencer County Middle School (SCMS) as well as Spencer County Elementary School. Or share them in the Comments below!
” Game-BasedLearning. Learning through games (from physical to digital). Gamification. The application of game-like “encouragement” mechanics to non-game entities. Put another way, it is making a game out of something that’s not. Deep Play (Ackerman 1999).
We organize all of the trending information in your field so you don't have to. Join 34,000+ users and stay up to date on the latest articles your peers are reading.
You know about us, now we want to get to know you!
Let's personalize your content
Let's get even more personalized
We recognize your account from another site in our network, please click 'Send Email' below to continue with verifying your account and setting a password.
Let's personalize your content