Remove Examples Remove Gamification Remove Mobility
article thumbnail

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.

article thumbnail

Gamify Learning: 20+ Resources

Teacher Reboot Camp

Many are examples of teachers who have gamified their curriculum and offer tips and free resources. Game based learning & Gamification. ebook, Learning to Go , which has digital/mobile activities for any device and editable/printable handouts and rubrics. Find many more ideas in the bookmarks below.

Resources 360
Insiders

Sign Up for our Newsletter

This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

article thumbnail

The Future of eLearning - 10 Trends To Be Aware Of

ViewSonic Education

Otherwise known as microlearning, instructors have found that lessons, in addition to online modules, yield greater and faster retention when, for example, a 2-hour long lesson is broken up into 4 30-minute long sessions. Gamification. Mobile Learning.

Trends 416
article thumbnail

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
article thumbnail

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. Not all virtual or metaverse platforms are focused on gamification, though.

article thumbnail

K–12 Teachers Use Virtual and Augmented Reality Platforms to Teach Coding

EdTech Magazine

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. .

article thumbnail

Strategies for Motivating Students: Start with Intrinsic Motivation

Waterford

An example of intrinsic motivation is a student learning new vocabulary words because they love to read. An example of extrinsic motivation is a student who is studying so their parents will not ground them for poor grades. And finally, gamification can have an engaging place in the classroom if intrinsic motivation is prioritized.[4]

Strategy 275