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How to Use Esports to Improve Student Performance

ViewSonic Education

However, to get the most out of esports clubs, schools and other institutions need to work with students to develop these skills, rather than leaving them to their own devices. In this article, we will take a more in-depth look at five specific goals for improving performance outcomes for students.

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NY Times article discusses engagement and gamification

Ascend Math

Last week, the New York Times ran an article on Kahoot, an online quiz system from Norway being played in some schools. 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.

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

Neo LMS

The change already delivers extraordinary results and 96% of teachers claim that EdTech increases student engagement in learning. Modern educators know this very well, so they’ve come up with many different ways to incorporate gamification elements into the everyday classroom environment. 5 New EdTech tools to watch.

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Skibidi anarchy: Post-pandemic classroom technology

eSchool News

Everywhere you look, the data backs it up: Eighty-one percent of superintendents agree that student behavioral concerns are worse now than before the pandemic, with 35 percent saying the situation has gotten significantly worse. ( EAB, 2023 ) Eighty percent of educators are worried about student engagement. Students see it.

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Metaverse Education: What’s Next for Virtual Learning?

ViewSonic Education

These types of virtual platforms are part of what is known as the gamification of learning, which is the use of gaming elements to improve student engagement and overall enjoyment. Not all virtual or metaverse platforms are focused on gamification, though. 2) Relatable to Modern Students (Digital Natives) .

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How To Teach Tech-Savvy Students Using Metaverse Avatars

ViewSonic Education

It is also important to adapt to the times and meet students where they are with technology, rather than maintain the status quo. After all, a significant advantage of using technology in the classroom is the ability to prepare students for the future. . On the other hand, others emphasize social experiences or boundless learning.

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3 ways educators leverage gamification strategies

eSchool News

Here’s how educators across the country are using tools–from Minecraft: Education Edition to Roblox and easy-to-access online resources–to gamify their lessons and help students engage with learning. According to ISTE, “gamification is about transforming the classroom environment and regular activities into a game.”