Via Beth Dichter
Rescooped by
Marie-Hélène Fasquel-Erhart
from Eclectic Technology
onto Games -- Learning and Teaching |
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Manuel Garcia's curator insight,
May 31, 2023 4:21 PM
This article highlights the concept of gamification, where game elements are applied to everyday activities, and the article provides four gamification tools for teachers to make learning more engaging.
Carlos Sánchez's comment,
December 3, 2023 2:51 PM
The four gamification tools are very useful. I normally use Kahoot and it is simple and interesting to daily activities, because nowadays teenegers always carry their mobile phone with them.
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Giocando....s'impara!
Please teacher, more games!
Self explanatory visual on the benefits of gaming as a means of learning. Outlined are the rewards, mastery, engagement, intensity, exercise, readiness, and competitiveness. These types of graphics need to be displayed in the classroom. There's always parents who are unsure of how gaming qualifies as teaching. Can't they just sit their kid in front of an iPad all day at home? Well, in the appropriate setting, with the right direction and guidance, games are certainly good for learning. Some people just don't know that from experience yet.