Remove Books Remove Gamification Remove Mobility
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Why gamification works [Part 1]

Neo LMS

Candy Crush, a mobile gaming phenomenon, earns its makers, Swedish-based King Games, big money: $250 million in the company’s last declared quarter alone. Building on my curiosity about the way games like Candy Crush affect our minds, I thought we’d take a closer look at gamification. Gamification versus play.

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

Neo LMS

Modern educators know this very well, so they’ve come up with many different ways to incorporate gamification elements into the everyday classroom environment. But what is the purpose of gamification ? This is why gamification plays such a major role in contemporary education.”.

EdTech 347
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Strategies for Motivating Students: Start with Intrinsic Motivation

Waterford

And finally, gamification can have an engaging place in the classroom if intrinsic motivation is prioritized.[4] 4] In a nutshell, gamification is the use of activities and rewards to teach different learning concepts. If you’re holding a reading contest, for example, you could make the prize a book of the child’s choice.

Strategy 275
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Technology in the Classroom: The Complete Guide

ViewSonic Education

From books to tablets or slates to interactive whiteboards, humans have used learning tools for as long as we have had formal education. . Then books showed up on the scene. Books allowed people to store knowledge externally without having to remember every fact. See this article on how ebooks stack up to paper books.).

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Gamification to encourage learner autonomy

Nik Peachey

The daily things could be 'revise vocabulary', 'read a short article', communicate with someone in English', 'do an activity from the course book' etc. Things I'm not so sure about Each student would need to have a computer or mobile device for this to work effectively. Here's what I imagine an ELT students profile would look like.

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And the top e-learning trends for 2016 are.

Neo LMS

First, mobile learning. Sure, there were lots of devices released in 2014 and the years before, but 2015 was the mobile age. And learning platforms are starting to get mobile developers to publish mobile apps and have them updated on a regular basis. Second, the introduction of gamification.

Trends 150
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STEAM It Up for Struggling Students! 15+ Resources

Teacher Reboot Camp

Step away from the book! We tend to get too caught up in teaching with books or slides. Make it mobile! ebook, Learning to Go , which has digital and mobile activities for any device with handouts. Find resources here ! Find resources here. Click any of the boxes to visit the resource! STEAM STEM , by shellyterrell.

Resources 150