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How K–12 Classrooms Can Benefit from Robotics

EdTech Magazine

McKinsey & Company notes that Gen Z is composed of digital natives who prioritize unique identity and are rooted in the “search for the truth.” . MORE FROM EDTECH: See how education robotics companies are invigorating K–12 learning. Gamification: According to MDR Education , gamification is now a top K–12 tech trend.

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Metaverse Education: What’s Next for Virtual Learning?

ViewSonic Education

’ The company saw the metaverse as the future of online social interactions and as the evolution of existing social media. These types of virtual platforms are part of what is known as the gamification of learning, which is the use of gaming elements to improve student engagement and overall enjoyment.

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Innovative Science Teaching in Grades 6-12

The CoolCatTeacher

This Thursday, December 6 from 1-3 pm Eastern Time, Edweek is hosting an event about personalized learning. gamification, VR/AR/MR, coding) to enrich my science curriculum. The company who sponsored it compensated me via cash payment, gift, or something else of value to include a reference to their product.

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10 Ways to Rejuvenate and Learn This Summer

The CoolCatTeacher

Student Achievement Through Gamification and Game-Based Learning Sports and Games: Using Instructional Models in PE. You can process how you feel about events in your life and even the school year. The company who sponsored it compensated me via a cash payment, gift, or something else of value to include a reference to their product.

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TCEA 2018: Educators Meet in Austin to Discuss the Future of the Classroom

EdTech Magazine

This annual event brings together educators, administrators and IT leaders to discuss innovative tips on everything from professional development and classroom tech to thought leadership on accessibility. 5-9, TCEA 2018 is expected to boast more than 8,000 attendees, 1,000 sessions and 450 exhibitors from a variety of tech companies.

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Library 2.0 Sponsored Webinar - "Student Engagement Through Library-led Gamification" with Tasha Squires

The Learning Revolution Has Begun

Presents: "Student Engagement Through Library-led Gamification" With: Tasha Squires Learning Resource Center Teacher at O’Neill Middle School Library Date + Time: Wednesday, August 17th 10am EST for one hour (Click on the time link to see the event time in your own time zone.) Sign up HERE.

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What schools should know before launching an LMS [INFOGRAPHIC]

Neo LMS

Don’t forget that you can also add custom badges to reward students for completing tasks in the platform if gamification is enabled. The school can also have some announcements or events added, and even some discussion groups or forums to get things started. If needed, see if you can be trained by the company.

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