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What Is Gamification, and Why Is It Trending in K–12 Schools?

EdTech Magazine

A 2018 report by the Institute for the Future and Dell Technologies estimated that 85 percent of children entering today’s K–12 schools will eventually find themselves in jobs that don’t currently exist, making educators’ jobs even more challenging. Educators work hard to set students up for success in a world that is increasingly digital.

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Report: Is it Game Over for Gamification?

EdTech Magazine

Frank Smith A preview of the upcoming K–12 NMC Horizon report gives classroom gamification the axe.

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New Global Survey Offers Snapshot of Technology in the Classroom in 2019

EdTech Magazine

More often than not, new classroom technology is implemented in conjunction with, rather than instead of, more traditional classroom tools, according to a new report from Cambridge International , which is based on an online survey of nearly 20,000 teachers and students (ages 12–19) from 100 countries.

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Is the Traditional Classroom Becoming Obsolete?

Ask a Tech Teacher

Reports highlight that many students struggle with self-discipline in an online environment, leading to higher dropout rates compared to traditional settings. Department of Education found that 77% of online students reported a better balance between their studies and personal life. A study from the U.S.

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Game On: Teachers Should Continue to Gamify Classrooms

EdTech Magazine

Get Your Gamification On. Several years ago, gamification was an emerging trend and even named one of the Horizon Report’s Top 10 things driving educational change. For example, students can see what elements make up a grass block or use helium to make pigs fly, a “Minecraft” blog reported. Break Out of the Digital Mold.

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A Decade Into Experiments With Gamification, Edtech Rethinks How to Motivate Learners

Edsurge

But even as gamification has become a shorthand for engagement, edtech companies have found it challenging to draw a clear distinction between learning and just having fun. Almost a decade into experiments with gamification, edtech companies are changing the way they approach motivation. Quizizz is embodying this shift.

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

Neo LMS

According to the report, the EdTech industry will reach a global value of $252 billion by 2020. 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 ?

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