Remove Computer Remove Gamification Remove Problem Solving
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A Decade Into Experiments With Gamification, Edtech Rethinks How to Motivate Learners

ED Surge

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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Simulations as a Teaching Strategy

Ask a Tech Teacher

Simulations and games have grown from rote drills using a computer to challenging learning experiences for students that hone problem-solving and critical thinking skills. This is certainly prominent in the workplace, where some 90% of employees say that gamification makes them better at their job and more productive at work.

Teaching 435
educators

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What is the 21st Century Lesson Plan?

Ask a Tech Teacher

Problem solving is integral to learning. Who doesn’t have problems every day that must be solved? They aren’t used only in the computer lab, but in every class students take. It’s not a stressful event, rather viewed as a life skill. Keyboarding skills are granular. Play is the new teaching.

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Subscribers: Your February Special is Available

Ask a Tech Teacher

Gamification of education. Problem solving. Differentiation—How to teach the hard-to-teach class. Digital citizenship I. Digital citizenship II. Digital note-taking. Google Search and research. Grading Technology. Inquiry in the Classroom. Search and research. The Flipped classroom. Twitter in the classroom. Delivery: YT stream.

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Game Based Learning and Gamification in Maths teaching

Scientix

Learning through games has several advantages: encourages the acquisition and development of different skills; stimulates problem solving; encourages experiential learning; increases motivation. Play is widely practiced by many animals too.

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Kid-created Games That Teach

Ask a Tech Teacher

Solutions to this problem abound but one of the most popular with K-16 educators — because it works — is to gamify learning. Wikipedia defines “gamification” as: “an educational approach to motivate students to learn by using video game design and game elements in learning environments. Units are modular.

Teaching 218
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3 Apps Disguised as Games to Help Bolster Learning

Ask a Tech Teacher

Use this not only for physics concepts and machines, but critical thinking, sequencing, and problem solving. I use the Sim series in my classroom to promote creativity, logical thinking, problem solving, and quick thinking. Excellent choice to focus on critical thinking and problem solving.

Learning 208