The gamification of education

17th September 2018

‘Gamification’ integrates elements of game mechanics – for example, point scoring – with non-game areas of activity, typically to motivate participation and encourage engagement. Its place in the classroom is long established; however, technology is [read more]

Flipped Learning; turning learning on its head

4th September 2018

Flipped learning – at its most basic level – means that students are encouraged to take ownership of their educational experience. Technology allows teachers to introduce a subject and students then interact with it in [read more]

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