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Pokemon Go

gamify your classroom

4 Reasons to gamify your classroom

E-learning, Gamification, K-12, Teachers

From the small addition of a mini game to gamifying your entire classroom, gamification uses your students’ natural desire for competition, achievement and status, makes them collaborate, showcases their talents and spotlights their accomplishments. All this results in a richer, more engaging learning experience. What say you? Will you gamify your classroom?

the NEO Blog turns one

Anniversary edition: Top 10 posts of the NEO Blog

News

It’s November 17th and the NEO Blog turns one! After exactly 52 weeks and more than 50 thousands written words, in more than 60 posts, the NEO Blog is in the first 20% of all e-learning blogs. Here is the list of the 10 best performing posts that contributed to its success.

the use of smartphones in the classroom

Smartphones in the classroom: friend or foe?

Gamification, Higher Ed, Students

From being a distracting gadget to becoming a valuable learning tool: that’s the short story of the use of smartphones in the classroom. Instead of making students switch off their phones, teachers should embrace the available technology and think of new ways to use these instruments to gain their students’ attention, keep them interested, stir their desire to learn, and support their learning actions.

Pokemon Go be part of the classroom

Can Pokemon Go be part of the classroom?

K-12, Students, Teachers

Pokemon Go is an AR game that made millions of people to go outside and interact while playing the game. The number of active players and the engagement rates are astounding. What if teachers use it in their instruction? Can Pokemon Go be part of the classroom?

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