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New Global Survey Offers Snapshot of Technology in the Classroom in 2019

EdTech Magazine

New Global Survey Offers Snapshot of Technology in the Classroom in 2019. Thu, 02/14/2019 - 11:21. The survey found that use of technology in schools worldwide continues to grow, with 48 percent of students reporting they use a desktop computer in the classroom. eli.zimmerman_9856. Smartphones Are Not Universal in K–12.

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6 Assistive Technologies That Can Help Students Reach Their Full Potential

EdTech Magazine

6 Assistive Technologies That Can Help Students Reach Their Full Potential. Thu, 09/05/2019 - 10:38. As the number of these students continues to grow, teachers and educators are increasingly turning to assistive technologies to help students across all ranges of ability learn more effectively and reach their full potential. .

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How K–12 Classrooms Can Benefit from Robotics

EdTech Magazine

Fri, 09/06/2019 - 11:01. Classrooms are dynamically impacted by the dual forces of technological evolution and student expectation. Student engagement is changing, driven by digital natives looking to combine organic social interaction with science, technology, engineering and math discovery. eli.zimmerman_9856.

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How to Gamify Professional Development

EdTech Magazine

Wed, 01/02/2019 - 10:20. Several technology-based tools can take PD to the next level, boosting problem solving and communication between staffers and inspiring teachers to use those educational tools to create their own student-facing lessons. How K–12 School Leaders Can Help Incorporate Gamification. eli.zimmerman_9856.

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The Game Agency Named to 2019 Training Industry Top 20TM Gamification Companies List

The Game Agency

Stamford, CT – July 30, 2019 – The Game Agency has been named to the 2019 Top Training Companies List for the gamification sector of the learning and development market for the third year in a row. The post The Game Agency Named to 2019 Training Industry Top 20TM Gamification Companies List appeared first on The Game Agency.

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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. For students, digital citizenship is defined as the ability to use technology and the Internet both effectively and appropriately. Gamification. Buckley, P.,

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4 Awesome edtech solutions for making students fall in love with reading

Neo LMS

Less than 53% of American adults read at least one book for pleasure in 2019. Technology might come in handy in this case. Contrary to conventional wisdom, technology is a friend, not a foe of books and reading. Authors threw in some gamification, as readers receive badges and rewards as they carry on with their reading.

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