5 tips to keep students engaged before Christmas
Reading time: 3 minutes
During December the academic year tends to slowly lose momentum, but now could be the chance for students to catch-up on lost learning. Here’s 5 tips.
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During December the academic year tends to slowly lose momentum, but now could be the chance for students to catch-up on lost learning. Here’s 5 tips.
Read MoreReading time: 3 minutes
Educational games have the potential to help a child develop their learning skills.
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Teaching facts and concepts could be said to be relatively easy when compared to helping pupils to develop skillsets such as creativity, critical thinking and problem solving.
Students must be nurtured to become independent learners – capable and able to solve any given problem or obstacle placed before them.
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Numeracy – it’s often not the easiest of subjects to teach, even when you have all the passion in the world.
Engaging children in numbers can often feel one of the toughest of all teaching nuts to crack. If this sounds familiar, games could well present the answer.
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How can we identify the ways in which game-based learning and gamification differ and the ways in which they share commonalities?
It seems for many in education, these two terms are frequently mixed up and used interchangeably. Let’s clearly define what each are, and how they can play an important role in the classrooms of today.
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Maths + Fun = An impossible equation? Not necessarily.
Whether you’re a teacher or parent, attempting to engage an unwilling child in maths can sometimes be difficult.
Here are some simple and effective ways to make mathematics fun (for motivated kids and learning that sticks).
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Make no mistake – the game-based learning (GBL) market is doing a roaring trade. Global revenues hit $2.6 billion this year, reports the Serious Play Conference, and are expected to reach a mind-boggling $7.3 billion by 2021. Key consumers are today’s schoolchildren; the first true generation of digital natives.
Do you know your GBL from your gamification, and how to get up to speed with the latest developments?
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How can the use of digital games in the classroom support children and young people’s learning?
As increasing numbers of 8-18-year-olds participate in gaming, so has interest in the identification and harnessing of its potential to support learning in schools. EDLounge takes a look at the key findings.
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