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How edtech supports the success of the Nordic Education

Neo LMS

The Finnish example. Of particular interest, I thought, was Finland’s focus on early childhood learning — what they call ECEC (Early Childhood Education and Care). Student involvement and game-based learning. The reason for this popularity is the principle that ECEC adheres to: learning through play.

EdTech 258
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It’s 2020: Have Digital Learning Innovations Trends Changed?

Edsurge

The primary trends identified by the team were: adaptive learning, open education resources (OER), gamification and game-based learning, MOOCs, LMS and interoperability, mobile devices, and design.

Trends 206
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6 tips to help start an elementary esports program in your school

eSchool News

Thus far, conversations around esports have centered on collegiate and secondary levels, however, a recent change in the winds has shifted the conversation to elementary esports. While I have long been a proponent of game-based learning, I had (up until this past year) been skeptical of the role of esports in education.

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Drones in the Classroom: Teaching Writing and Collaboration with Drones

The CoolCatTeacher

Santha is a great example of using drones in the English classroom. After graduation, I pursued and obtained my Masters in Secondary English Education. From there, I moved to the secondary world and bounced from Alabama, to Tennessee, to Virginia and finally settled in Bellevue, Nebraska, where I teach 8th grade English.

Classroom 205
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The Vocabulary Doctors: How to Teach Vocabulary

The CoolCatTeacher

Dr. Angela Peery has been an educator 31 years and has served as a secondary English teacher, secondary administrator, instructional coach, turnaround specialist, curriculum developer, and consultant. Blended Vocabulary Book Giveaway Contest. Full Bio As Submitted. Dr. Angela Peery. Dr. Angela Peery.

How To 223
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There’s No Such Thing As Being Bad at Math: How Neuroscience Is Changing the Equation

Edsurge

Specifically, we must improve depth of mastery in fundamental critical thinking, problem solving, and mathematical understanding during the most effective period for learning in our lifetimes—childhood. In mathematics, learning advanced subject matter often depends on the depth of understanding of certain earlier subject matter.

STEM 165
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#40years of educational technology: Games

Learning with 'e's

By the end of the first decade of this new century, participatory elements of the Web had consolidated their hold, and the social technologies - social media, social games, social networks - were gaining momentum. It is the century, according to Zimmerman ( source ) where playfulness and gaming will define the era.