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FETC 2019: Day One

eSchool News

Not surprising is the continued focus on STEAM, STEM, coding, and robotics. Assistive Technology. A student does not need to be on an IEP or 504 to benefit from assistive technology. Day one has my head spinning already with networking opportunities, amazing workshops, and energizing vibes.

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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.). is an obvious product limitation.

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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.).

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What’s New: New Tools for Schools

techlearning

Software & Online 3DBEAR AR INNOVATOR PROGRAM ( 3dbear.io/product/ The software takes advantage of Casio’s Natural Display technology for input and output of mathematical expressions. IMPERO SOFTWARE EDUCATION PRO V7 ( www.imperosoftware.com ) Impero Software announced the latest version of Impero Education Pro V7.

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What Technology Helps Students Learn?

eSchool News

Digital textbooks offer interactive content, and assistive technologies like speech-to-text tools support diverse learning needs, collectively creating a dynamic and enriched learning environment for students. How does technology help students learn? Technology streamlines efficiency and productivity.

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K-12 Tech Innovation News

eSchool News

The integration of interactive whiteboards, tablets, and educational software in classrooms has made learning more dynamic and engaging. Software applications support different aspects of learning, including subject-specific programs, simulations, and educational games.

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