Gamification and Augmented Reality Trendsetters

Becoming more confident using technology to teach STEM

Sumreen Asim uses augmented reality (AR) to help education students nearing graduation become more confident with using technology to teach STEM to elementary and special education students. Through immersive AR apps, students engage deeply with content, making the transition from student to educator smoother and more effective. Beyond using AR for immersion in science content, Asim teaches her students to be purposeful and use AR as a springboard for deeper discussions.

Keep reading about Sumreen Asim.

Insights from a gamified course

Shari Fowler has gamified her intermediate accounting courses to boost student engagement and performance. By integrating badges, customizable learning pathways, and an additive grading system, she has created an interactive learning environment that is having a clear impact on student engagement. She is also committed to ongoing research with eLearning Design & Services into the effectiveness of gamification on student motivation.

Keep reading about Shari Fowler.

Playing the class game

Mathew Powers uses game-based learning to inspire creativity and resilience in his students. In fact, Powers gamifies his classes right in the syllabus, encouraging students to "play the class game." By turning his classes into dynamic, game-like experiences, he encourages students to embrace challenges and develop authentic, impactful projects. Powers has found that emphasizing these expectations in place of traditional measures of success creates a connection that is unrivaled.

Keep reading about Mathew Powers.