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How robotic gamification helped my elementary students love STEM

eSchool News

Educators have found a solution to this problem: gamification. When students are ready, they should transition from blocks to text, as text-based code for projects will be the most marketable in the industry. With numerous programming languages available, it can take time to pick a starting point. Other Lessons Learned.

Robotics 126
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Why we should all think about the gamification of education

Neo LMS

The educational system as we know it was invented for the needs of the industrial times, and it was perfect for those times. How gamification shifted the perspective. The use of gamification in education is a step away from the old ways of doing things, and brings education closer to the future. The gamification of education.

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

Neo LMS

Most people don’t consider education technology to be such an important industry, but it’s actually gigantic. According to the report, the EdTech industry will reach a global value of $252 billion by 2020. But what is the purpose of gamification ? This is why gamification plays such a major role in contemporary education.”.

EdTech 347
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Nothing but Winning—EdTech Honors announced by eSchool, IEI, and Classlink

eSchool News

The Supes’ Choice Awards honor the most innovative education products and solutions, and are the only education industry awards judged exclusively by school district superintendents. The winners: Of course, we need to start with the most prestigious!

EdTech 110
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Discovery Education’s EdTech News Roundup – May 15

Discovery Education

The industry is set to grow by an impressive 13.6% The Simplest Elementary School Science EdTech Every day, educators are using digital resources to meaningfully support science teaching and learning—and the best EdTech tools are the ones that are easy to use. There’s a role for gamification in K-12 education, too!

EdTech 69
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Why your young students love e-learning

Neo LMS

You’re probably familiar with the notion of gamification — the use of gaming principles and mechanics in a non-game context, like learning. Gamification is all about data. 78% of elementary school students, 69% of middle school students, and 49% of high schoolers now use a tablet in their school life.

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BoomWriter and Walch Education joins forces to provide world-class EdTech solutions

eSchool News

With so many start-ups in the EdTech industry there will be inevitable consolidation and lots of elimination of fledgling companies,” adds Chris Twyman, founder of BoomWriter. Teachers and students from more than 37,000 elementary, middle, and high schools in more than 105 countries are already using the platform.

EdTech 103