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Top 5 new EdTech tools that you might use in your university

Neo LMS

For instance, Osso VR is a virtual reality technology company founded on the principle of training surgeons with real world skills that can be directly applied when in the operating room. But what is the purpose of gamification ? This is why gamification plays such a major role in contemporary education.”. Robot teachers.

EdTech 347
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K–12 Teachers Use Virtual and Augmented Reality Platforms to Teach Coding

EdTech Magazine

A prominent theory behind why virtual and augmented reality platforms are so effective is that providing interactive, visual examples of coding principles helps students retain what they’ve learned. . Innovations in virtual and augmented reality in the classroom are taking the concept of gamification to a whole new level. .

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How to Build a Modern School – 6 Key Elements to Embed in Your Groundwork

ViewSonic Education

For example, the Oprah Winfrey Leadership Academy for Girls not only empathize intellect but also social skills in their mission statement. Examples are STEM, PBL, Inquiry-Based Learning, Interdisciplinary, and Base Learning. Companies like Clockwork Brain are turning critical thinking for children into fun challenging puzzles.

How To 321
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6 Tips for making the most of ed tech exhibitions

Neo LMS

From lesson creation to assessment and gamification, there is something for K-12 schools, universities, vocational schools, and so on depending on the purpose of the conference. Not to mention 3D printing, AR and robots! For example, a goal can be to: “Spend one hour less each time I grade papers by using an online grading tool”.

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A Decade Into Experiments With Gamification, Edtech Rethinks How to Motivate Learners

Edsurge

. — Deepak Cheenath That puts CoCo’s strategies to keep students engaged or motivated to learn at complete odds with what many edtech companies have been trying to do to teach literacy or STEM — mimic online games like Robolox or Minecraft that children spend hours immersed in outside of school. Quizizz is embodying this shift.

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Game Education: It’s in Their DNA – Guest Post from Courtney Pepe

EdTechTeacher

The video below provides an example of how the students created these worlds in Minecraft and then demonstrated their understanding of the history through their video presentations. Game #4 – Sphero the Robot. They sit in a learning circle and are instructed to pass the robot to their neighbor when the robot changes color.

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The Business of 'Ed-Tech Trends'

Hack Education

Tom Webster, the VP of strategy at the market research firm Edison Research, argued that the report should be viewed as “an extremely effective piece of content marketing,” pointing to the number of slides that cite data about or by a portfolio company of Meeker’s employer, the venture capital firm Kleiner Perkins Smith Caulfield.

Trends 56