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Big Jump in Use of Games, Videos in K-12 Schools, Survey Finds

Marketplace K-12

The number of American teachers using games in classrooms–particularly with younger students–has doubled over the past six years, according to a large survey released last week that measures national ed-tech use. Connect what they are learning to the real world (54 percent). Fit their learning styles (53 percent).

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SplashLearn Raises $18 Million in Series C Funding Round From Owl Ventures & Accel

eSchool News

SplashLearn was incorporated in 2010. SplashLearn is a game-based learning program that intelligently adapts to each child’s learning ability and helps them master skills at their own pace. “We Accel, who earlier invested $7 million in Series B, also participated in this round. About SplashLearn.

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Helping Others Along – Motivation Theory and the SAMR Model

techlearning

When we take the time to persuade our colleagues about adoption we are providing them with context-based application effective action which makes them more likely to mobilize greater effort than those who are not persuaded, but told. Hanson, S (2010). What Mentors Learn About Teaching. Schools as Learning Communities.

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8 Tried and True Edtech Tools to Try in 2018

The CoolCatTeacher

Steve Dembo served for ten years as Discovery Education’s Director of Learning Communities and led their Innovation and Strategy team. The National School Board Association named him one of 2010’s “Twenty to Watch,” a list honoring individuals finding innovative ways to use technology to increase classroom learning.

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