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How robotic gamification helped my elementary students love STEM

eSchool News

Educators have found a solution to this problem: gamification. Through the CoderZ Robotics curriculum, kids learn to create, manage, and communicate with cyber robots in a virtual setting by inputting code. Learning is more accessible because virtual robots do not require hardware, space, or other associated costs.

Robotics 127
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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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The Business of 'Ed-Tech Trends'

Hack Education

The report is always a big deal in technology circles – “a tech industry event in its own right,” as Wired’s Steven Levy put it in 2012 – and many publications and pundits dutifully cover Meeker’s observations, often adding very little analysis of their own. ”) How accurate are her observations?

Trends 56
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WHAT’S NEW: NEW TOOLS FOR SCHOOLS

techlearning

CENTRALREACH PK-12 ( www.centralreach.com/industry/pk-12-education ) CentralReach launches CentralReach PK-12, a collaborative and data-driven software for special education. Users can also use the NEO advanced features such as automation, gamification, learning paths, and competency-based learning directly from the Windows App.

Tools 71