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5 Steps to Gamify Your Elementary Classroom

The CoolCatTeacher

She has been a presenter at ISTE 2019, NCCE 2016-19, the Southern Oregon EdTech Summit 2015-18, and IntegratED 2017-18. It’s called Next Level Gamification: [link] Disclosure of Material Connection: This is a “sponsored podcast episode.”

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Long Live the '90s: ‘Edtech’ Crazes Every Teacher (and Student) Secretly Wishes Were Still Around

Edsurge

Some of this stuff is probably best left in the past (looking at you, janky floppy disks), but after considering the 2017 alternatives, we’re ready to hunt down a few of these on eBay and start gettin’ jiggy with it like it’s 1997. 2017 Equivalent: Google Drive. 2017 Equivalent: Don’t need one! Floppy Disks. USB Flash Drive.

EdTech 273
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Game Based Learning in Action

The CoolCatTeacher

There’s gamification. Gamification versus Game-Based Learning. So gamification — those are those structures around games. That’s a little bit different from gamification. These teachers use some version of gamification, but they always use games in the classroom. There’s game-based learning. Blog: [link].

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The Asian Money Fueling US Edtech Investments

Edsurge

So states a recent Wall Street Journal report on the tens of billions of dollars that Chinese companies have poured on U.S. To adapt, many companies are investing domestically, particularly in China, where edtech companies raised more than $1.2 Edtech Companies With Asia-Based Investors. Based Company. Authess $2.2

EdTech 98
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Why Are We Still Personalizing Learning If It’s Not Personal?

Edsurge

Many of these programs are designed using gamification techniques. A 2017 study from RAND suggested that personalized learning practices were responsible for gains of three percentage points in math, and no statistically significant gains in reading achievement. Technology companies are businesses first—and educational entities second.

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

The CoolCatTeacher

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. This company has no impact on the editorial content of the show.

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The Business of 'Ed-Tech Trends'

Hack Education

Among the major trends Meeker identified for 2017: mobile advertising, gaming, and healthcare. “Why are there 72 slides about gaming, from a company invested in EA, Zynga, Mobcrush, and Magic Leap?” There may be no better example of this in 2017 than “personalized learning.” ” he asks.

Trends 56