Remove Chromebook Remove Digital Citizenship Remove Gamification Remove STEM
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3 Apps Disguised as Games to Help Bolster Learning

Ask a Tech Teacher

S/he invites students to join with a game pin, which they enter into pretty much any digital device used in the classroom (smart phones, Chromebooks, iPads, or another). This is great to gamify a STEM program. Align it with a STEAM or STEM unit on architecture or coding. It’s intuitive, though challenging.

Learning 150
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What?s New: New Tools for Schools

techlearning

HUGHESNET & NATIONAL 4-H COUNCIL ( www.hughesnet.com ) & ( 4-h.org/parents/stem-agriculture/youth-stem-activities/ ) HughesNet and National 4-H Council announce the launch of STEM Lab to inspire the next generation of scientists. published a new report which addresses latest trends in EdTech in the U.S.

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