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14 Education Advancements in a Year

Ask a Tech Teacher

More Chromebooks than iPads. Chromebooks and iPads have become the two most popular digital devices in classrooms (with laptops, 2-in-1 devices like Surface Pro, and Macs next). What changed in 2017 is that 1) Chromebooks improved considerably from when they first entered the education market. Gamification of classes.

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Charting New Territories in PD: The Whitsby Story with ASCD

The CoolCatTeacher

Furthermore, in May 2013, they obtained a certification in Gamification through Coursera Course Certificates. Research Quest: Free Middle School Science Project-Based Learning Unboxing the Lenovo Flex 5i: The Best Chromebook. In October 2019, they received a certification in Learning Articulate Storyline 360 from LinkedIn.

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Shall We Play a Game (& Learn)?

Baker's B.Y.O.D.

Since chatting with Tom Driscoll via Google Hangout and Brian Germaine at the EdSurge RIDE event in the Fall , meeting up with Chris Aviles at Techspo14 , viewing Mr. Lewis'' Edmodo Webinar on Gamification , and engaging with my #TeamMAITs in class, I''m intrigued by the didactic nature of games. How many levels are in Candy Crush ?

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Don’t forget about pedagogy when chasing technology!

Neo LMS

She always used to say, referring to her scissors: A great tool does half the job for you. You can’t just order a bunch of Chromebooks and iPads, throw in some software as well, and assume everything else will turn out to be alright. Because apparently you can’t cut wool or jeans with the same scissors you use for silk.

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SEL Games: Learning Life Skills Through Games

The CoolCatTeacher

It's very easy to say okay to kids in a Chromebook while we check off the teamwork box. The company who sponsored it compensated me via a cash payment, gift, or something else of value to include a reference to their product. More Game-Based Learning Teacher Resources. So what's another SEL skill as it relates to games.

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Learning Games Startup, Motion Math Moves to a New Home: Curriculum Associates

Edsurge

By one estimate, Google Chromebooks accounted for 58 percent of all device sales to U.S. The idea was to expand the game’s footprint to students in classrooms that were using laptops and Chromebooks. In the early 2010s, iPads had just been released, but already there were high hopes for their utility in education.

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K-12 Tech Innovation News

eSchool News

Laptops and Chromebooks are not new, but they have a strong spot in many K-12 classrooms today. Expanded use of gamification and game-based learning: Gamification elements and game-based learning strategies could grow to be more widely integrated into educational platforms to increase student engagement and motivation.

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