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Exploring Design Thinking Micro-credentials in the Classroom

Digital Promise

I conducted empathy interviews to gain a deeper understanding of the structural inequities from the perspective of teachers and students closest to the challenge. I learned that it was deeper than simply understanding content: Students had not developed the mindsets or foundational skills necessary to tackle complex problems in STEM.

Classroom 247
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5 science and technology videos to get students talking

eSchool News

It may still be challenging to keep students’ attention on topics like science and technology now that classrooms are once again full. Creating a video-based lesson that explores different concepts around science and technology is one fun way to boost student engagement.

Video 124
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Maximizing COVID Relief Funding and Its Effectiveness

edWeb.net

The featured panelists were Dr. Don Gemeinhardt, Director of Strategic Grants and Finance Development at Boxlight, Dr. Alex Leis, CEO of Boxlight-EOS, and Hannah Olson, Product Manager of STEM Solutions at Boxlight and Co-Founder of MyStemKits. This edWeb broadcast was sponsored by Boxlight. Watch the Recording Listen to the Podcast.

STEM 98
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How can teachers use VR in the classroom?

Neo LMS

Although educational VR content is not yet at an advanced stage, limited mainly to younger learners, and mainly exploratory (think digital field trips to Versailles) in nature, there are encouraging signs that STEM subjects, particularly chemistry and biology, will attract developer attention. How can teachers use VR in the classroom.

Classroom 150
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What Is Prior Knowledge and Why it Matters?

Educational Technology and Mobile Learning

This term refers to the pre-existing cognitive framework that each student brings into the learning environment, encompassing everything from factual information to deeply ingrained skills and misconceptions. IJ STEM Ed , 6 (33). Prior Knowledge and Its Relevance to Student Achievement in Introduction to Psychology.

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Game-Based Learning Gains Steam in Higher Education: Triseum Raises $1.43 Million to Transform Educational Experiences for Students

EdNews Daily

He worked on the 3D feature film Valiant in 2003, after which he worked on Ant Bully. We passionately believe that tool can provide authentic and engaging experiences for students and educators. In 2007, André joined Electronic Arts and worked on over 15 shipped football games. Video games are inherently a learning tool.

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'Robots Are Coming For Your Children'

Hack Education

The tech industry made a number of high profile donations and pledges this year, coinciding with the Trump administration’s announcement this fall that it would earmark $200 million in grants for computer science and STEM education. Robots will improve “student engagement.” AI will choose better lessons.