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Beyond K-12: 8 Reasons Why Higher Education Should Adopt Gamification

Beyond K-12: 8 Reasons Why Higher Education Should Adopt Gamification

Gamification has been part of teaching strategy in K-12 even before it was common for computers to exist in the classroom. Teachers have used games for decades to keep students engaged in the learning process, to make instruction easier to digest for students with varying learning styles, to get an idea of how students are doing that may not be reflected in test scores, and to boost morale in the classroom.

How to Champion the Four C’s in the Classroom

How to Champion the Four C’s in the Classroom

This article is a guest post cross-posted at Edsurge for their “Fifty States Project: Stories from the 2015-2015 Edtech Classroom”. The flood of edtech tools that teachers are presented with has been staggering over the last several years, and continues to be this way. A quick glance on Twitter or any edtech conference program shows this.

Mapping the future: The future of education

Mapping the future: The future of education

Anant Agarwal Tan Chorh Chuan Shirley Ann Jackson Mona Mourshed Anant Agarwal Tan Chorh Chuan Shirley Ann Jackson Mona Mourshed How do we best educate the students of tomorrow? What we teach our children – and how we teach them – will impact almost every aspect of society, from the quality of healthcare to industrial output; technological advances to financial services.

Technology Can Be A Powerful Tool For Transforming Learning

What do we mean when we say, “Transformative learning experiences powered by technology”?

When I was in the fourth grade, I lived in a small, mostly rural community surrounded by giant rice fields in Arkansas. I spent my summers floating stick boats down the gutter after a thunderstorm or “racing” my Hot Wheels™ cars against each other in the living room.