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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.

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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.

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Assistive Technology Course Using Arduino & MakeyMakey: From Design to Delivery

Cycles of Learning

The ability to repurpose everyday objects to interact differently with a keyboard, as well as the ability to program and interact with a myriad of different online modules using physical, tactile objects, opens up a world of possibilities for creating Assistive Technology. Back to Intercession.

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FETC 2019: Day One

eSchool News

The Expo floor did not open until 4:30 pm on Monday, but educators and administrators were able to choose from 100 workshops, Apple and Microsoft concurrent sessions, and an all-day Blueprint for Technology in Education Summit. STEAM and STEM. Not surprising is the continued focus on STEAM, STEM, coding, and robotics.

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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.).

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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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An Inside Look at the Edtech Purchasing Process

edWeb.net

How do you approach purchasing education technology tools? She supervises the district’s instructional technology program, instructional and digital materials adoption and distribution process, library media, gifted and talented students, and the district’s global scholars program. Developer: Dr. Ayanna Howard, CTO, Zyrobotics.

EdTech 40