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Make Online Classrooms Fun with Game-Based Learning

Raptivity

Teed (2004) suggests that there are several elements that define an activity as a game: Competition: The score-keeping element and/or winning conditions motivate players and help assess their performance. Players don’t necessarily compete against each other. Raptivity , a popular interactivity building tool, is one of them.

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An Educator’s Guide to Using Game Mechanics for the Win

Raptivity

Since enough has been spoken about the usefulness of games for learning, I shall refrain from sharing further thoughts on the same, and instead talk about something equally significant but less explored - the usefulness of game mechanics in educational game design. is a great example of using points as rewards for motivation.

Games 187
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Celebrating 5 years of Raptivity : Form is Temporary, Class is Timeless

Vikas Joshi on Interactive Learning

In the game of cricket, they say a player's form is temporary, but the class is timeless. As we celebrate 5 successful and growing years of Raptivity , the world's first and leading rapid interactivity building tool for eLearning creators, it gives me and the team at Harbinger Group immense joy and a sense of fulfillment.

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10 Learning Experience Design Tools

Ed App

Make magic happen for your learners using learning experience design tools! You can rely on these learning experience design tools to combine art and science to create the best learning experiences for them. . Learning Experience Design Tool #1 – EdApp. Learning Experience Design Tool #2 – Thinkific.

Tools 52
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Effective Use Of Game-Based eLearning In Higher Education

Raptivity

Games require a sense of winning or losing, which can be accomplished by: Beating other players/teams. In some games, the subgoals can change during gameplay because the player has reached a certain ability level and advances to a higher level. The goals can be predetermined or set by players. Have fun designing the games.

Games 100
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5 Trends That Will Drive the Transformation of EdTech in 2021

Harbinger Interactive Learning

Designing study assistants to identify skill gaps and appropriately recommending the right content to fill those gaps would help. To make this possible, EdTech companies would have to look at both tech and content in new ways to design such solutions. Quillionz and Raptivity are two good examples of such useful tools.

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5 Trends That Will Drive the Transformation of EdTech in 2021

Harbinger Interactive Learning

Designing study assistants to identify skill gaps and appropriately recommending the right content to fill those gaps would help. To make this possible, EdTech companies would have to look at both tech and content in new ways to design such solutions. Quillionz and Raptivity are two good examples of such useful tools.