Through gaming, students gain durable skills (as defined by America Succeeds) which are high demand skills that allow youth to demonstrate their knowledge and stretch their character.
[…] (measuring under what conditions is the product best used, and at scale), and correlational studies (what relationship might exist between usage and student outcomes). What We Found Gamification Gamification is a growing trend featured in edtech products but companies may need additional support to implement gamification effectively. Onboarding Ineffective training for product use was […]
[…] to incoming HK tourists. In the sustainable fashion project, students created a fashion show of upcycled old clothes and apparel to make sustainability more ‘trendy.’ In the gamification project, students created ‘choose your own adventure games’ around important ecological sites in Hong Kong, and delivered them via student-designed apps. Questions for Reflection/Implications for Action: […]
[…] session’s focus was Engage and Connect, which provided opportunities for networking and building social connections. The platform really promoted building new connections through the chat function and gamification included in the event. You could easily navigate to your dashboard to view upcoming sessions, meetings requested, access the chat, add favorite sessions and other digital […]
[…] Gonzalez speaking about cultivating a healthy classroom climate. Other leading discussions included topics on inclusive classroom environments, developing emotional intelligence skills, ideas for augmented and virtual reality and gamification, and creating more opportunities to immerse students in learning. Jaime Donally presenting on Augmented Reality The keynotes In the opening keynote, filmmaker and storyteller, Brett Culp, […]
[…] for hours should be a gateway into how we can leverage this medium to engage learners and provide real-world experiences at a different level.” In addition to gamification, FLC conference attendees cited AI technology and online learning shifts as being the most engaging discussions at the conference. The group is eager to attend the […]
[…] the game-like aspects into the learning process and increases student participation in any instructional activity. An interesting study from Smart Learning Environments, that studied the impact of gamification on students’ learning, engagement, and behavior on students’ personality traits, found a strong correlation linking specific gamified learning elements – like ranking, to introversion and extraversion. […]