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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.

Robotics 397
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Discovery Education Premieres Haul!: An Interactive STEM Learning Experience that Digs Into Sustainable Copper Production with Freeport-McMoRan

eSchool News

This immersive, virtual STEM mission is part of Dig Into Mining – The Story of Copper , an educational program for students grades 6-12 that explores the use of metals such as copper in our everyday life. An accompanying educator guide makes it easy for educators to integrate the hands-on STEM learning adventure into any lesson plan.

STEM 91
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Edtech Trends From 2020 And Beyond

Ask a Tech Teacher

I’m the CTO of a tech company and for more than five years I have been busy with teaching programming courses and sharing my expertise with novice specialists. Gamification. Thanks to gamification, educators can turn learning into a more engaging and fun process. Provide 24/7 assistance to the students.

Trends 286
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Nothing but Winning—EdTech Honors announced by eSchool, IEI, and Classlink

eSchool News

. “Now in its third year, the Supes’ Choice Awards have become known in the education industry as one of the top honors recognizing forward-thinking edtech companies,” said Doug Roberts, founder and CEO of the Institute for Education Innovation (IEI).

EdTech 110
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Is All the Technology in Modern Classrooms a Good Thing?

EdNews Daily

Companies are creating technology-based products specifically for the classroom, and many schools and institutions are requiring students to use tablets or computers for their assignments. Gamification Can Helps Kids Learn. Gamification is the idea of applying this rewards-based concept to other aspects of life.

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Innovative Science Teaching in Grades 6-12

The CoolCatTeacher

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. 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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Game Based Learning in Action

The CoolCatTeacher

There’s gamification. So this work stems from my dissertation research which was an ethnography. Gamification versus Game-Based Learning. So gamification — those are those structures around games. That’s a little bit different from gamification. There’s game-based learning. There are all kinds.