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Gaming, wikis, blogs, social media, interactive polls and QR codes: just some of the technologies that teachers are bringing into the classroom. The dizzying pace of tech evolutions offers some challenges as teachers and administrators race to keep up with the latest tools. The research discussed here shows the payoff for schools that become "friends" with educational gaming.
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Gaming in education is a really big deal, and a very fun way to get students more involved and interested in education. Board games, video games, even active outdoor games all have an important place in education, and these videos share more about their role in learning.
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The term 'gamification' doesn't do the new video game Ludwig justice. It takes the most cutting-edge graphics and couples them with some of the most important lessons a student needs. The creators of Ludwig delivered a TED talk (below) that unveils a bit more information on why and how they built the epic game.
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Gamification in education is here to stay. We dedicated an issue of the Edudemic Magazine to it. You're using it in your classroom on a daily basis. But up until now, it hasn't been caught fire like I would've expected.
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I usually write some quick guides and snapshots of tools and trends but this one's going to take more than just 60 seconds. Let's say 100 seconds to be safe. That's because it's all about the massively popular (somewhat) new trend of gamification in education.
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The classroom of the future is on your doorstep. We're getting slapped in the face with technology (sorry about that, partially my fault), flipped classroom models, and innovative ideas.
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Gamification is the application of game mechanics to a non-game entities--learning systems for example. It is also extremely flexible, able to fit the needs to a variety of environments. But this can also make it confusing to implement. Here's how one teacher did it.
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While you don't need to be plugged in to play, access to simulations offer educators and learners powerful platforms to experiment in individual and group projects, testing theories, revising design, and rethinking problem-solving approaches. Enter Wall Street Survivor.
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Sal Khan is a worldwide name and is inspiring many other teachers to harness the power of technology to improve learning around the world. One of those teachers is Paul Andersen.
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When you hear the term 'texting' you probably cringe a bit. Or you think about texting while driving. Or maybe even how students will sneak texting in below their desks while a teacher isn't looking. That's not the case for 8th graders at Roosevelt Middle School in Bridgeport CT.
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There are tons of ways to incorporate Twitter into the classroom, but some ways are harder than others. Lucky for you, the upcoming issue of the Edudemic Magazine has a page devoted to just this problem. We call it the Twitter Spectrum and think it's a handy cheat sheet for any teacher!
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What is gamification in education? How did you make the Edudemic Magazine app? What role does Jeremy Lin play in reforming education? Check out the newest issue of the Edudemic Magazine and find out all these answers and more.
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Recently, MIT Education Arcade announced commission of a Massively Multiplayer Online Role Playing Game (MMORPG) that would teach students content aligned to Common Core Math Standards and Next Generation Science Standards.
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Edudemic is all about finding innovative ways to get through to students. That's why we've talked about game dynamics more than a few times. Inspiring students to learn through the gamification of a large lecture ...
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So recently this idea of “gamification” has been jumping around in my head. There’s something simultaneously immature and brilliant about it, but I haven’t been sure exactly what.