Remove Assistive Technology Remove Examples Remove Robotics Remove STEM
article thumbnail

Assistive Technology with MakeyMakey

Cycles of Learning

Activities such as "BattleBot" competitions, Roller Coaster construction and Robot "Tug-of-War", while rich in problem-solving/design strategies, were poor in their ability help campers make connections between their experience in camp, and the power of such devices to create greater good in the world.

article thumbnail

Top 10 K–12 Educational Technology Trends

techlearning

3 Wearable Technology —Wearable technology is an up-and-coming trend in edtech. Wearable technology covers a wide range of items—from assistive technology for students with disabilities to devices to encourage motivation and participation. 6 RoboticsRobots will likely continue trending in the K–12 environment.

Trends 85
Insiders

Sign Up for our Newsletter

This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

article thumbnail

5 Meaningful Ways to Leverage the "MakeyMakey" in Your Teaching

techlearning

* Click here if your are not familiar with the MakeyMakey Rather than simply developing video game controllers, empower your students to use the MakeyMakey to create Assistive Technology for individuals with various physical disabilities (Quadriplegia, Cerebral Palsy, etc.).

article thumbnail

5 Meaningful Ways to Leverage the "MakeyMakey" in Your Teaching

Cycles of Learning

* Click here if your are not familiar with the MakeyMakey #1: Assistive Technology Development Rather than simply developing video game controllers, empower your students to use the MakeyMakey to create Assistive Technology for individuals with various physical disabilities (Quadriplegia, Cerebral Palsy, etc.).