Gamification
Latest about Gamification

Adoption And Effects Of Gamification Reported
By Tech & Learning last updated
The $3.9 billion market for learning games is expected to grow to $8.9 billion by 2017, according to a research report by Ambient Insight.

Esports: The Down & Dirty Stats for Educators - Live from #ISTE19
By Lisa Nielsen published
Esports or electronic sports are a form of competition that happens when people play video games competitively.

ISTE NEWS: Classcraft Launches Story Mode
By TL Editors published
Classcraft: Season 1 is a part of Classcraft’s new “Story Mode,” which is designed to help teachers improve student engagement, foster a positive school climate, and promote social emotional learning.

Britannica’s LaunchPacks® Science and Social Studies Platforms now Integrated with Kahoot!
By TL Editors published
Britannica Digital Learning announced today that LaunchPacks® Science and Social Studies classroom learning platforms are now integrated with Kahoot!

Game Design: World War 1 Student Design Team Game Building Project
By Micah Shippee published
We started our project with a brief discussion about gaming using two World War One games.

FH Knights And WAMS Make Esports History
By Chris Aviles published
On Thursday, January 10th, the Fair Haven Knights esports team made history when we took on the William Annin Vikings in the first round of the Jersey Shore Esports Cup.

5 Unplugged Holiday Game Recommendations from Innovative Educators
By Lisa Nielsen published
Even innovative educators recognize the value of unplugging a bit during the holidays for family games.
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