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Games4Ed facilitates collaborations between educators, researchers, game developers, publishers, and policymakers to further the use of games and other immersive strategies in schools. Mitch served on the Board of the Ed-Tech Industry Network (ETIN) of the SIIA from 2012-2019, was cochair from 2015-2016, and was the chair in 2019.
2016) found in their study of high school students who were involved in gamification that flow and engagement had a positive association with learning. Challenging games help students learn: An empirical study on engagement, flow and immersion in game-basedlearning. Recently, Hamari et al.
She enjoys helping both students and teachers to creatively use technology tools to extend and share their learning in meaningful ways. Her recent learning adventures with her students have included exploring sketchnotes and 3D printing. In 2016, she was selected to be a Dremel 3D Printing Ideabuilder Ambassador.
Carol was a PBS 2016 Digital Innovator and also serves as the moderator for #2ndchat. Carol believes this is the best time to be a teacher and a student with the integration of technology to expand the classroom globally and to display learning in new and exciting ways. She holds a Masters Degree and a National Board Certification.
That was a key area of focus at the 2016 South by Southwest Education ( SXSWedu ) conference in Austin, Texas, March 7-10, and a number of ed-tech companies and organizations demonstrated possible solutions. Nova Labs is a free digital platform that engages teens in games that foster scientific inquiry.
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