Gaming in the Classroom – A Classroom Guide to Civilization IV: Colonization #edchat #gaming #edtech

Games and simulations are an important way to create meaningful, experiential knowledge for students. Additionally, games are supported by Keller’s ARCS model of motivational design (Keller, 1987) in that games can capture the Attention of our students, are Relevant to their world, appeal as an appropriate challenge that students feel Confident they can approach and offer …

Future Ready: VR, AR, and MR in the classroom beyond the novelty

Future Ready: VR, AR, and MR in the classroom beyond the novelty. Classroom level application of VR, AR, and MR content is a form of job readiness. These emergent technologies are fun and exciting, they can be used to captivate students but what’s the learning value beyond that? As educators we regularly asking ourselves what …