Game technology increasingly integrated into teaching environments to enhance students engagement and motivation – Telemedia Online

Posted: February 15, 2020 at 2:52 am


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Using digital game-based learning is on the rise in schools and learning organisations globally. Kahoot! currently has over 2 billion players, according to DArcy including teachers, students, parents, and even corporate users.

With over 60 million interactive games, the platform has developed the nickname, The Netflix of Education.

Education and brain training are increasingly being seen as a market where telemedia players could find a new market. Carrier billing for one off plays of brain training is a natural fit, but the interactive elements of the industry could have a much greater role to play in education than that. It is an interesting field.

Technology is becoming more and more important in 21st century classrooms, where students can learn from anywhere at any time and have access to the worlds information, says Sean DArcy, Head of Marketing from Norwegian based Kahoot.

He believes that while traditional classrooms will continue to exist in the future, they will be supported with the use of interactive and social learning environments so that they can accommodate all kinds of learners and make learning a fun, gamified experience.

Kahoot is a game-based learning platform that makes it easy to create, share and play fun learning games or trivia quizzes. Kahoot! is used in a variety of settings: in K-12 and university classrooms, corporate offices, social settings, and major sporting and cultural events.

In 2018, Kahoot! had over one billion participating players in more than 200 countries. Launched in 2013, the company is headquartered in Norway with offices in the US and the UK.

Tapping into this is CMRubinWorld, which sells CMRubinWorlds award-winning series, The Global Search for Education, that brings together distinguished thought leaders in education and innovation from around the world to explore the key learning issues faced by most nations. The series has become a highly visible platform for global discourse on 21st century learning, offering a diverse range of innovative ideas which are presented by the series founder, C. M. Rubin, together with the worlds leading thinkers.

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Game technology increasingly integrated into teaching environments to enhance students engagement and motivation - Telemedia Online

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February 15th, 2020 at 2:52 am

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