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How to Find Learning Opportunities in Video Games Kids and Teens Love

Graphite Blog

This means games that feature less gamification and content drills and instead have absorbing stories and settings or compelling simulations and systems. Students will learn about the power of community, advocacy, and responsibility when it comes to tackling big issues like climate change. The Legend of Zelda: Breath of the Wild.

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Current Trends in Education

eSchool News

This approach encourages self-reflection, self-advocacy, and a sense of ownership over one’s education. Student-Led Conferences: Shifting towards student-led conferences where students take an active role in discussing their progress, achievements, and goals with teachers and parents. Platforms like Kahoot!

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With a degree no longer enough, job candidates are told to prove their skills in tests

The Hechinger Report

said Steve Yadzinski, who works on innovations in workforce technology for Jobs for the Future — an advocacy group that makes its own job finalists take on work-related projects as a part of the decision process. “With employers fielding a lot more applicants, how do we help create equitable processes for people at the top of the funnel?”

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Orientation Inspiration 2017

NeverEndingSearch

Gamification. These are all things I do for free anyway, but it should be a great education/advocacy opportunity. This year, I asked folks in my network about their plans on this Padlet and I scanned the blogs I regularly follow. This year, a couple of very clear trends emerged. Engagement.

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Babies and Mobile Devices. Where Are YOU on the issue?

Kevin Corbett

Nor, it seems, do a number of advocacy groups that want it pulled off the market because they think iPads and babies are a dangerous combination. appeared first on | elearning, mobile learning, gamification and more. But I do not. Fisher-Price insists its seat is a sign of the times and age appropriate. Source: [link].

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Surveys Find Districts Are Using More Edtech Tools — and Teachers Are Bearing the Costs

Edsurge

Further behind were gamification, micro-learning, in-person learning and artificial intelligence (none of these were defined in the report). The full surveys—with a lot more detail—were done by The Harris Poll on behalf of the policy and advocacy nonprofit and include 750 full-time K-12 teachers and 1,725 parents of children ages 5-17.

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The Business of 'Ed-Tech Trends'

Hack Education

Although I’ve written extensively in this series about the ways in which education is being framed in terms of “skills” and “data” and about how “behaviorism” – an older term for “gamification,” I’d wager – is growing more and more influential over how education products and policies (..)

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