Remove 2013 Remove 2016 Remove Assessment Remove Gamification
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The Asian Money Fueling US Edtech Investments

Edsurge

The “cultivation of students’ entrepreneurship and innovation capabilities and practical skills” was a priority in China’s 5-Year Plan for 2016-2020. billion in 2016, according to Goldman Sachs. million (A) 2016 Sinovation Ventures EnglishCentral $1.3 million (N/A) 2016 Kirihara Shoten K.K. 380 million tally in 2014.

EdTech 102
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Creating a Vision for Your School and Getting Buy In from Stakeholders

The CoolCatTeacher

Lynn: Sure, so we spent 2015-2016 really doing the research. We created opportunities for teachers to use mentor texts — so anything related to Genius Hour, MakerSpace, gamification — a lot of most recently published texts through practitioners and facilitators in the education world right now.

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Reinventing The School Desk: Tip Tap Tap And The Internet of Things

Fractus Learning

Assessment is subjective. The Need for Autonomous Assessment. Teachers’ observation skills and subjective judgment are used quite frequently in terms of assessing students’ behavior and performance in the classroom. For example, in primary level teachers will prescribe printed textbooks and worksheet assessments.

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Education Technology and Data Insecurity

Hack Education

Always eager to associate itself with the latest tech craze, education technology embraced Pokémon Go with great gusto: “ Why Pokemon Go shows the future of learning gamification.” 2016 underscored that security flaws aren’t solely a problem of educational institutions and government agencies.

Data 40