Augmented Reality: The Edtech From Way Out

The closer we get to the year 2015, the less certain I am that I’ll actually be able to purchase a hoverboard with which to zoom around town. Although the tech-laden utopia of Back To The Future Part 2  has been celebrated for its prescient creativity, I’ve come to realise that there comes a time when I have to manage my own sci-fi-fuelled expectations.

It’s In The Game: Gamification and Language Learning Pt. 2

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Following on from our part 1 post I’m taking up the question that was left hanging in the air: what does gamification really mean for language learning?

The answer, as unsatisfactory and contradictory as it may sound, is: it means what it’s always meant. ‘Good’ language teachers will always instinctively apply such concepts to engage and help their learners. The technology utilised in this approach could range from a piece of paper to a room full of iPads. The tech is the vehicle for delivering the solution, not the solution itself.

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It’s In The Game: ‘Gamification’ and Language Learning Pt. 1 of 2

Interested observers of developments in the field of Edtech will undoubtedly be aware of the snowballing sexiness of the term ‘gamification’ as its advocates look at ways of transferring it from the world of business into the world of education.

What is emerging as the term gets shared and amplified is the fact that it is being interpreted differently and in increasingly erroneous ways. If the concepts and opportunities that the gamification proposition offer are to get effective traction within the education community it’s vital that teachers and learners are clear on what it actually entails (as well as what it doesn’t).

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Money A Turn Off (It Turns Out)

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A whopping 62% of gamers pull the plug on their game experience when faced with in-game monetisation methods, a survey by betting site BuddyBet revealed. Further to this, 25% avoid online and mobile games altogether precisely because of these unwanted interruptions.

Jarrod Epps, CEO and Founder, BuddyBet, commented:

“[P]opular monetisation models risk alienating gamers due to the negative impact they have on the gaming experience, likely shortening lifetime user engagement and in-turn reducing the lifetime value of a player.”

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(Out)Source Code: Kaplan’s EdTech Accelerator To Success

On a previous eltjam post we talked about Pearson’s ingenius scheme designed to attract the best and brightest the edtech-osphere had to offer. Pearson – the educational publisher of Biblical proportions – is inviting submissions/product concepts/pitches from whomever has the wherewithal to realise that creating effective and lucrative digital propositions is no longer the exclusive territory of publishing’s Old Boy set. The company will fund the successful candidates’ travel to and from Planet Pearson and in doing so bestow upon them their expertise, contacts and blessings.

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See you later, incubator: Pearson invests in Edtech startups

Educational publishing behemoth Pearson is putting its dollar into the Edtech startup sector in order to help propel the company further into the 21st century and away from its long-established yet out-dated business models. This move follows hot on the heels of Kaplan linking up with TechStars to offer an edtech accelerator program in New York City. Pearson Catalyst is a new … Read more

The Grading Game: birth of the “first person tutor”

The Grading Game is an addictive action word game centered around the pursuit and eradication of grammar and spelling errors. The game’s levels take the form of students’ papers, with a fresh set of errors generated for each play. Meanwhile, the papers themselves cover the most interesting and unusual topics, from the history of ramen to … Read more