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10 Popular Educational Trends and What You Need to Know

Waterford

You may be familiar with STEM (science, technology, engineering, and math) curriculum and how it prepares students to enter the workforce with practical, high-demand skills. But adding the arts alongside these subjects (thus creating STEAM: STEM plus arts) can improve your students’ academic performance. Gamification.

Trends 304
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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 101
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The 2018 Honor Roll: EdTech’s Must-Read K-12 IT Blogs

EdTech Magazine

If you’d like to check out the Must-Read IT blogs from previous years, view our lists from 2017 , 2016 , 2015 , 2014 and 2013. Virginia educator Tim Stahmer talks all things STEM (science, technology, education and math) on his blog. Elementary teacher Amy Pietrowski adds a dash of STEM into all of her classes. Alice Keeler.

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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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Epic Guide To Game Based Learning

The CoolCatTeacher

Does Gamification in Education Really Improve Learning? Teachers Report Sharp Growth in Game-Based Learning by District Administration (July 2016) – reports that 48% of classroom teachers report using games in classroom instruction in 2015. Gamification in Education – a piece I wrote for Edutopia on this topic.

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Simple Steps to Teach Kids to Program

The CoolCatTeacher

These tools, like gamification and all of that, really achieve that, especially for the younger students. 2016) found in their study of high school students who were involved in gamification that flow and engagement had a positive association with learning. Recently, Hamari et al. Recently, Hamari et al. Reference: Hamari, J.,

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2016 Global Education Conference - Final Day!

The Learning Revolution Has Begun

We are partnering with Chrome Warrior and using their gamification platform to provide an enhanced professional development experience for Global Education Conference attendees. Mr. Mohamed Ramadan 9:00am (iEARN) Impact of STEM learning program on main stream education - Ms. Provincial Dumping Ground or Global Oasis?