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Gamification of Education This video is from a series I taught for school districts. It is now available for free, here on Ask a Tech Teacher: –summarize with NoteGPT Summary Jacqui Murray discusses the integration of technology in K-8 education, focusing on gamification to enhance learning.
Teach Speaking and Listening Skills with Student Presentations This video is from a series I taught for school districts. It is now available for free to Ask a Tech Teacher subscribers: Summary This video discusses using student presentations to enhance speaking and listening skills, aligning with Common Core standards.
summarized by NoteGPT This video is from a series I taught for school districts. Ongoing Review : Revisiting digital citizenship topics each year is crucial for reinforcing knowledge and adapting to new digital challenges, ensuring students remain informed about safe online practices.
How to use Digital Quick Writes This video is from a series I taught for school districts. It is now available for free, here on Ask a Tech Teacher: summarized by NoteGPT Summary In this video, Jacqui Murray discusses the concept of quick writes as a dynamic and engaging way to teach writing in the classroom.
The more learning resembles a game, the more appealing it will be, which is the concept behind gamification. Competitions, leaderboards, and awards are important gamification elements. However, a classroom gamification level system takes the gamified learning experience a step further. Increase student motivation.
Warm-ups This video is from a series I taught for school districts. This video is from a series I taught for school districts. It is now available for free, here on Ask a Tech Teacher: –summarized by NoteGPT Highlights Engaging with technology enhances student learning and excitement.
18 Digital Tool Musts in the Classroom This video is from a series I taught for school districts. Online Quizzes: Provide fun and quick assessments. summarized by NoteGPT This video is from a series I taught for school districts. Highlights Annotation Tools: Essential for digital note-taking.
In a flipped classroom, students watch lectures and other lesson content on video. When video conferencing with your students, your engagement time is more limited, and therefore more valuable. So … now is a great time to flip your classroom and have students watch videos for their “homework” and asynchronous learning.
Students can build community, connect during the pandemic, and build valuable life skills by playing video games. Perhaps the best way to engage with digital literacy in the classroom is to embrace the increasing usage of video games and work towards gamification. Video Games and Digital Literacy.
People enjoy playing video games. When we play video games we learn, build, collaborate, problem-solve, explore, discover, and achieve goals. What if learning were more like playing a video game? Check out how to make your learning resemble video games in the slide presentation below. Try small steps and adjustments.
Interactive Quizzing Platforms Interactive quizzing platforms are revolutionizing the way educators assess understanding and retention in the classroom. Educational Video Content Creators Educational video content creators are empowering educators to bring lessons to life in ways textbooks simply can’t.
For this to happen, teachers can opt for a mix of game-based learning tools, conducting a quick assessment or social and emotional learning (SE)L check-in, or asking students to create and share what they have learned in a way that meets their interests. Within one Buncee, you can add animations, 3D objects, audio and video, links and more.
In the context of eLearning, the implementation of adaptive learning is usually performed by way of established algorithms and assessments, as opposed to the potentially arbitrary determinations of teachers themselves. Video learning. Gamification. As such, there’s no reason to expect a backslide anytime soon.
To offer equal opportunity for students to develop, you can add more resources such as videos and even extra practice quizzes or problems that they can solve on their own. Instead of making things easy for them, the technology allows you to offer increasingly harder tasks and also make it fun with features such as gamification.
Gamification Dry subject matter coupled with decreasing attention spans means traditional teaching approaches are becoming less effective. One way of addressing this is by borrowing principles video games use to keep their audiences engaged. Gamification in the classroom can take on various forms.
Grading and Feedback Systems AI-driven grading systems can automate the process of assessing short answer questions, multiple-choice tests, and written assignments, freeing up valuable teacher time for more in-depth feedback and one-on-one interaction with students. To learn more, take a look at this blog post I wrote on the topic.
2. Videos and Tutorials. It is only natural that this cutting-edge technology can create videos, infographics, and slideshows for learning purposes. 3. Gamification. Gamification seems to be one of the most effective approaches we could find, but it wasn’t until AI that we could unlock its full potential.
The first few explain elections in general and the next teach the process through gamification. Also included are direct access to elected and appointed individuals, audience call-ins to officials, audience-created videos, lesson plans for educators, and more. easy-to-understand video in plainspeak. website, radio app, podcast.
Video learning and microlearning. Phill: I want to move on to the area of video, which has been a trend for a number of years now, and just continues to grow. I was reading an article last week, that this year, 2019, the amount of video viewed over the Internet will surpass the amount of video people watch on TV globally.
In a TEDx talk titled The Super Mario Effect–Tricking Your Brain into Learning More , Mark Rober highlighted how video games like Super Mario can motivate people to achieve their goals by viewing failures as learning opportunities. Why spend real money on a tiger suit for a video game character?
Course: Designing Blended Learning for Student Engagement and Achievement “By the end of the course, you will be able to design and implement meaningful blended learning experiences with objective-aligned assessments and activities that foster core 21st-century skills.” Check out the course 17.
The world of education has adopted digital learning as a reliable way of delivering instruction, assessing student progress and supporting better academic outcomes. Here are a few e-learning trends to keep an eye on in 2020: Video learning. Video learning is not a particularly new trend, but it is trendy nonetheless.
The first five explain elections in general and the next three teach the process through gamification. Also included are direct access to elected and appointed individuals, audience call-ins to officials, audience-created videos, lesson plans for educators, and more. video with music and humor. website, radio app, podcast.
Gamification is a cross-disciplinary concept that has been adopted in several sectors including marketing, healthcare, professional development trainings, politics, among others. By definition, gamification is "the incorporation of game elements into non-game settings" 1. images, videos, voice clips, and audio recordings).
Students have continued pursuing their studies despite prolonged lockdowns through platforms such as learning management systems (LMSs) and video conferencing software. Moreover, teachers realized that online classes are more appealing to students because of their content such as goal-oriented videos or quizzes. LMS-related features.
Additionally, a forum can also be an assessment tool, in which case students have to be aware that their final grade might suffer if they never reply or have too little activity. Read more: Assessing with multiple choices instead of multiple-choice. Use gamification. Have forum rules. Text-only communication has its advantages.
We’ll offer complete and personalized demos of the platform and walk you through the main NEO features, including class creation, assessments and grading system and the ones that our platform is already well-known for, such as automation, gamification and adaptive learning. Make the most of your Bett 2022 experience.
There’s gamification. Gamification versus Game-Based Learning. So gamification — those are those structures around games. That’s a little bit different from gamification. These teachers use some version of gamification, but they always use games in the classroom. There’s game-based learning. Vicki: Right.
The use of edtech tools such as learning management systems (LMS) can help teachers to improve the design and delivery of instruction, as well as to assess student progress. Teachers can also use such resources to increase engagement rates with gamification. Improved student assessment. Analytics and reporting.
This year’s conference highlighted so many ways to use Google to engage learners and make grading, assessment, feedback, pbl, gamification, student engagement, collaboration, student choice, and student voice easy to do! This year I am attending the ISTE conference virtually! Great for your beginning of the year presentations.
When edtech comes into play, specifically through a comprehensive solution that allows teachers to create courses online , assess students, track their progress, and communicate with them through the same platform, things start to get interesting. First of all, asynchronous online lessons let students decide when they want to learn.
Transform assessments into fun learning games with Kahoot! And since gamification of learning can boost student performance by almost 90% , it’s a particularly impactful choice. And since gamification of learning can boost student performance by almost 90% , it’s a particularly impactful choice.
Interactive classes enriched with video content and gamification elements play an important role in keeping learners hooked and eager to move on to the next level. Once they’re done with their assessments, they can move on to the next chapter and complete classes faster, making the whole experience more engaging.
A study conducted at Georgia Tech found that students who used mobile augmented reality platforms to learn coding performed better on assessments than their counterparts. . “We Innovations in virtual and augmented reality in the classroom are taking the concept of gamification to a whole new level. .
Educators can incorporate images, videos, and animations into quizzes, creating an immersive experience that appeals to different learning modalities. Though not heavily reliant on AI, Riddle boasts customization options and interactive features that enhance the quiz creation process.
It helps them find a balance between frontal lessons and individual study, interaction and reflection, formal evaluation and self-assessment. . The flipped classroom allows students to acquire new concepts at home via engaging videos, online courses, or even game-based learning. Flipped classes. Learning paths are flexible in an LMS.
The article is well worth reading for its smart discussion of “engagement” and “gamification.”. Today, students may use Ascend Math, a learning app that rewards students who complete a level by letting them play short video games.”. Gamification is not necessary to achieve student engagement. NY Times, April 16, 2016 [link].
From microschools and online learning to microlearning and gamification, 2024 is going to be the year of nontraditional learning models. In our 2023 trend forecast , we noted that both game-based learning (gamification) and microlearning were set to be big trends for the year.
Video conferencing tools. Video content and digital presentations . Online games and assessments. While technology doesn’t aim to substitute teachers, it can facilitate their work and ensure that each student gets access to customized educational content and assessment methods to provide the best possible learning outcomes. .
With the help of an LMS, lessons can still be taught, students can still ask questions and receive targeted support to overcome any educational hurdle, tests and other assessments can still be taken, and student progress can still be tracked. Another thing that is proved to both student engagement rate, is the use of gamification.
Self-help is expected, such as using online references and how-to videos. Assessments aren’t about finding perfect. Play is the new teaching though it’s beenrelabeled ‘gamification’. Student projects are shared with all , not just the teacher. The entire community of learners can benefit from each student’s work.
It allows educators to make interactive lessons utilizing active learning, formative assessments, retrieval practices, and more. It is a social learning video discussion app that provides a safe and open space for learners of all ages and abilities to connect and have meaningful discussions.
FDIC has resources including infographics and activities to assess “How Money Smart Are You?” Read more: Top benefits gamification can bring to the classroom. There are open-ended responses, quizzes, polls, matching and videos with questions can be embedded.
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