There is now a generation of children who have never known a world without videogames, mobiles and the internet., , We now routinely divide our attention among many things simultaneously., , Traditional methods of education no longer work because they are designed for students to be fundamentally passive., , Often tests don’t consider the variable factors that can affect the outcome of a test; learning styles, ages, and abilities., , What learners need now are effective and interactive experiences that will stimulate their learning, and skills for different kinds of real-world situations., , Gamification refers to a type of gameplay with clear and defined learning outcomes. , , It means employing well-designed digital and non-digital games to stimulate learners’ language, critical-thinking and problem-solving abilities., .

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