Remove 2010 Remove Education Remove Game-Based Learning Remove Mobility
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Big Jump in Use of Games, Videos in K-12 Schools, Survey Finds

Marketplace K-12

Cross-posted from the Digital Education blog. 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. based nonprofit Project Tomorrow.

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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. SplashLearn, formerly Splash Math, creates engaging learning experiences built to transform children into fearless learners.

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Helping Others Along – Motivation Theory and the SAMR Model

techlearning

This mantra in education particularly in adopting emerging technology is incredibly important. But, overall, you know, on average, that I’m making a difference for kids and that they’re learning from me.”1 Time savings and workflow efficiency are super important for educators but they need to see what you mean as well.

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8 Tried and True Edtech Tools to Try in 2018

The CoolCatTeacher

And, they have done a phenomenal job of upgrading it over time, of adding more educational-friendly features, of adding things like commenting, adding new layouts and columns and so on. A lot of times people don’t really think the developers want to hear from educators, or that it’s going to have much of an impact. Steve: (laughs).

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