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Gamification encourages students to take ownership of their learning and boosts classroom engagement across content areas.
It is one of the key emerging trends in learning, but according to experts the next few years could see gamification move from the periphery to become the cornerstone of our classrooms.
In part I of this two-part series, we will profile three companies that are taking gamification to the next level.
My study on how the new computing standards in England’s National Curriculum are being experienced in the primary school classroom has documented several instances of gamification gone big brother.
Gamification, on the other hand, attacks these notions head on by emphasizing growth, creativity, and collaboration in a student-focused classroom.
Games in the Classroom Gamification goes beyond playing video games on educational topics—it includes incorporating gamelike assets into learning, such as badges, leaderboards and tokens. Shi turned ...
Edublogs – a safe blogging environment that you can use for publishing the challenges and results. Educative games are a great addition to the teaching process because they make the classroom more ...
The concept of gamification is increasingly gaining popularity - tourists frequently traveling overseas earn frequent flier points from their preferred airline; customers purchasing apparel from ...
Results of a three-year research project have shown that the design of a classroom at primary school level can boost learning progress by up to 16% in a single year.
Gamification principles can be used in different training sessions to enhance learner engagement and to improve knowledge and skill levels and can serve to modernize some components of fire ...