All About the Game: How Gamification Can Improve Engagement and Learning

All About the Game: How Gamification Can Improve Engagement and Learning

There is no question that technology, particularly in the last two years, has played a large role in the field of education. With remote learning, students and educators were required to become not only familiar but fluent in EdTech. But as we spent more time on screens away from each other, students became less focused. With engagement at an all-time low, teachers did everything they could to get the attention of students, even resorting to employing games in their curricula in order to encourage participation.

Though gamification of learning objectives was around before the pandemic, this teaching method was not used as widely. As teachers tried everything to engage students, they soon found that when they began implementing games in their classwork, students were participating, paying attention, and even learning lessons. Now that students are back in the classroom, will games still be an active part of education?

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Knowledge Sharing: KGL’s Sonny Regelman Discusses Educational Content Development

Knowledge Sharing: KGL’s Sonny Regelman Discusses Educational Content Development

KnowledgeWorks Global Ltd. has long provided product development services to the preK-12 and higher Education markets, working with many of the big players in addition to smaller and niche education publishers. For the last several years, one of the key leaders of KGL’s Learning Solutions group has been Executive Director, Sonny Regelman, who has experienced working in this field both on the content provider side as well as the vendor side.

Recently, I interviewed Sonny on the ins and outs of educational content development, where publishers experience pain points that partners can solve, the digital transformation of the market accelerated by the pandemic, and what new initiatives are on the horizon for the industry.

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