Gamification complements traditional techniques and is a proven tool to enhance student motivation and learning outcomes, even during pandemic times, as noted by Frontiers in Psychology. Virtual learning can involve game-like simulated environments that bring adaptive learning opportunities-enabled by instant feedback-to both educators and students.
Read MoreVirtual learning platforms are now commonplace in the classroom, with blended learning becoming increasingly popular. Here, Emma Slater, head of education at Access Education, and a strong advocate of gamification in the classroom, explores how digital realities can instead act as a powerful pupil engagement tool.
Read MoreUnlike Song Ha-na, who plays only to win, gamers can also take pleasure in any moment of being interested and impressed by the game. For a Pro-gamer winning each game, and winning in game leagues, became all-important.
Read MoreLearning games are an effective way for students to review current and previously taught content. Zaretta Hammond states that: "The very act of playing the game encourages the brain to strengthen the new neural pathways by making the learner continuously search his memory for information." I typically use learning games during my small-group time.
Read MoreIn light of this, the University of Texas at San Antonio Center for Infrastructure Assurance and Security recently launched Cyber Threat Protector, a tabletop card game designed to introduce cybersecurity safety principles to children as young as 8 years old. The game, launched in August 2020, is part of the university's K-12 Cybersecurity Program, which began in 2016 with Cyber Threat Defender, a collectible card game developed primarily for students in middle and high schools.
Read MoreFor some kids, that loneliness has contributed to a spike in video games sales and more time playing those games, especially ones with headsets that allows kids to talk to their friends while playing. Trey has always played video games, but when the pandemic hit, he used it as a way to connect to his peers.
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