3 Keys To Engaging Your Learners With Gamification

3 Keys To Engaging Your Learners With Gamification – eLearning Industry

Let’s start with a working definition for gamification. I’ll take this from Sebastian Deterding: ” The use of game design elements in non-game contexts.” Notice the importance here of the fact that this definition does not imply that using gamification will turn activities into a game or thinking that our users are gamers themselves.

Lifelong Learning in the Freelance Economy

Lifelong Learning in the Freelance Economy – e-Learning Feeds

Half the American workforce will be freelancers within a decade, according to the Freelancing in America survey released earlier this month. “The growth of the freelance workforce is three times faster than the traditional workforce,” said Stephane Kasriel, CEO of Upwork, the survey’s sponsor along with the Freelancers Union.

A new study shows that students learn way more effectively from print textbooks than screens

A new study shows that students learn way more effectively from print textbooks than screens

Today’s students see themselves as digital natives, the first generation to grow up surrounded by technology like smartphones, tablets and e-readers. Teachers, parents and policymakers certainly acknowledge the growing influence of technology and have responded in kind. We’ve seen more investment in classroom technologies, with students now equipped with school-issued iPads and access to e-textbooks.

Why I Don’t Have Classroom Rules

Why I Don’t Have Classroom Rules

When I started teaching, I was incredibly traditional in terms of classroom management and discipline. In those early years, a clear code of conduct was reassuring. For infraction X, there was always consequence Y. It gave me a simple if inflexible rubric through which to discover my position in the class and develop a degree of comfort and ease as captain of the ship.