Education 2.0 & 3.0
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Education 2.0 & 3.0
All about learning and technology
Curated by Yashy Tohsaku
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How Games Can Hook Students With Short Attention Spans

How Games Can Hook Students With Short Attention Spans | Education 2.0 & 3.0 | Scoop.it

"Modern human beings have a shorter attention span than goldfish: ours is, on average, below eight seconds while the little fish can focus for nine seconds. These decreasing attention levels are driven by people’s constant use of technology."


Via EDTECH@UTRGV
Hannah Johnston's curator insight, May 29, 2017 7:44 PM
Due to the increased use of technology, modern humans are experiencing shorter attention spans. This statement applies to students in school as well. Long and boring lessons would have little impact on a student, therefore a teacher should transform their pedagogy in order to engage students. 

Teachers should implement game aspects to their teaching, such as creating leader boards, levels and badges. By transforming activities to incorporate these game-like aspects, students would be engaged in their learning.  
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From World of Warcraft to Saving the World: Educational Game Teaches Ecology, Problem Solving on Alien Planet

From World of Warcraft to Saving the World: Educational Game Teaches Ecology, Problem Solving on Alien Planet | Education 2.0 & 3.0 | Scoop.it
We spoke to Immersed Games founder and CEO Lindsey Tropf about Tyto Online, an educational game that teaches Earth-saving ecology on an alien planet.

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Ronan O'Connor's curator insight, May 4, 2017 3:15 PM
What's your take on gameification? 
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Classroom Gaming Should Be Engaging, Tied to Curriculum—and Not Require Teachers to Code

Classroom Gaming Should Be Engaging, Tied to Curriculum—and Not Require Teachers to Code | Education 2.0 & 3.0 | Scoop.it

"It’s one thing when master teachers successfully implement learning games in a carefully controlled research study. But engaging students through game-based learning (GBL) means little unless the games are easy to implement and effective where they matter most—in the classroom."


Via EDTECH@UTRGV