Educational Technology News
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Educational Technology News
The latest news related to the meaningful and effective implementation of educational technology and e-learning in K-12, higher education, corporate and government sectors.
Curated by EDTECH@UTRGV
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Scooped by EDTECH@UTRGV
September 24, 2016 12:22 PM
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Game On: How Four Community College Professors Spawned the CUNY Games Network

Game On: How Four Community College Professors Spawned the CUNY Games Network | Educational Technology News | Scoop.it

"When four professors from the Borough of Manhattan Community College (BMCC) started collaborating on game-based learning (GBL) in developmental math and writing instruction in the mid-2000s, they had no idea what they were setting in motion. Today, more than 160 GBL researchers and practitioners contribute..."

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Scooped by EDTECH@UTRGV
May 9, 2016 12:40 PM
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Companies Impacting Higher Ed through Gamification

Companies Impacting Higher Ed through Gamification | Educational Technology News | Scoop.it
Below is a list of 5 amazing companies that have impacted and gamified higher education in major ways.
caseytburns@gmail.com's curator insight, September 6, 7:42 PM
The growing influence of gamification in higher education is being driven by innovative EdTech companies that integrate game mechanics into academic and administrative functions, reshaping how students, faculty, and staff engage across university ecosystems. PaGamO, for example, immerses students in a fantasy-style competitive quiz environment where quiz outcomes determine territorial gains or losses, fostering engagement while supplying educators with quantitative data in the form of performance reports. Beyond the classroom, emerging studies indicate that gamified elements like badges, progress tracking, and point systems can significantly enhance staff and faculty engagement, with job satisfaction acting as a mediating factor in this dynamic nature. And we can see accounts of gamification in higher education reveal mixed outcomes. While elements like points, badges, and leaderboards are frequently used in digital learning systems, their impact on student motivation and learning varies considerably depending on their pedagogical integration and the diverse learner profiles typical of tertiary settings. Together, these insights suggest that gamification's true value in higher education stems not just from deploying engaging mechanics, but from embedding these strategies in meaningful, context-rich designs that resonate with cognitive, emotional, and organizational goals.