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7 Edtech Trends to Watch in 2022: a Startup Guide for Entrepreneurs

Edsurge

Game-based learning is transforming how students learn Integrating game-based solutions into the learning experience through the use of tablets, laptops and virtual reality (VR) can increase engagement and result in positive learning outcomes.

EdTech 218
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My top 6 gaming resources for STEM teaching

eSchool News

At times it can seem we’re competing with smartphones and video games for students’ undivided attention. Perhaps the best strategy is to embrace the technology and harness it for learning. I use games in my classroom in a few ways. Students complete the organizer while we go through the game as a group and discuss the content.

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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. Enhanced data analytics for personalized insights: Data analytics tools will likely become more sophisticated, providing educators with deeper insights into student performance and learning patterns.

Trends 99
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Self-Paced E-Learning Market Evaporating, Report Finds

Marketplace K-12

-based Ambient Insight, predicts a five-year compound annual growth rate, or CAGR, of negative 6.4 According to the document, “the recent steep declines in the e-learning industry essentially mean that the e-learning era is effectively over. Unstable Economies Impact E-Learning Market.

Report 70
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65 ways equity, edtech, and innovation shone in 2022

eSchool News

Schools are turning to creative solutions such as immersive technology and gamification in the classroom. We’ll continue to see schools and educators creating experiential lessons to better engage students and get them excited to be in school learning. Across the board, we saw more laptops in the hands of young people than ever before.

EdTech 110
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A Dictionary For 21st Century Teachers: Learning Models & Technology

TeachThought - Learn better.

A Dictionary For 21st Century Teachers: Learning Models & Technology. A description of a learning environment where there is one “screen” for each student (whether an iPad, laptop, etc.). Activity-Based Learning. ” Game-Based Learning. Gamification.