Gamification in Education

Below is a great infographic on Gamification in Education. It is from Knewton Learning. The Gamification in Education infographic emphasizes the amount of time spent by people playing games in other areas of life and begs the question of whether the intrinsic values of gamification can also be incorporated into education, to increase the engagement, graduation, and important skills needed by students in the future.

As I’ve written in previous posts, it’s first important to distinguish Game-based Learning from Gamification, while recognizing there are measurable cognitive, social, emotional, and learning increases, with successful implementation.

See also: Gamification in Education: What? How? Why Bother?

Gamification in Education

Some signification data points from the Infographic include:

Continue Reading…

The Mobile Learning in Higher Education [INFOGRAPHIC]

72% of best selling apps in 2012 were aimed at PREschoolers and children in elementary school
52% of children now have access to a smartphone or tablet
On average, each millenial owns 2.4 devices
Kids 11-14 spend on average 73 minutes a day texting
94% of students text every day
57% of college students use a smartphone (2013 data seems low to me)
75% of students have their phones near them 24 hours a day
58% can’t go more than an hour without checking their phone

With mobile devices being used at younger and younger ages, what are the implications for Higher Education?


Mobile Learning in Higher Education Infographic

More on Mobile Learning