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Review: 3 Best Online Learning Tools to Boost Remote Instruction

EdTech Magazine

For K–12 education, it’s no longer a question of whether online learning is here to stay but, rather, how can we make it better for our teachers and students? Even before the pandemic, the situation in many areas demonstrated the potential for the meteoric growth of online learning.

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Report: Is it Game Over for Gamification?

EdTech Magazine

Frank Smith A preview of the upcoming K–12 NMC Horizon report gives classroom gamification the axe.

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Game On: Teachers Should Continue to Gamify Classrooms

EdTech Magazine

Instead, there are clever ways to use games to engage and enthuse students in learning. Get Your Gamification On. Several years ago, gamification was an emerging trend and even named one of the Horizon Report’s Top 10 things driving educational change. Teachers Learn Something, Too. This time, however, the teachers learn.

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How K–12 Classrooms Can Benefit from Robotics

EdTech Magazine

Cracking the K–12 connection code requires a new approach, one that combines active-learning pedagogy with robotics in the classroom to deliver an interactive, immersive learning experience. . MORE FROM EDTECH: See how education robotics companies are invigorating K–12 learning. by Doug Bonderud.

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How to Gamify Professional Development

EdTech Magazine

Digital breakouts, which use Google Forms among other tools, represent a type of gamification. Users can also download digital breakout templates created on Google Sites, written by digital learning coaches and technology staffers, or purchase one of more than 1,600 breakout activities on TeachersPayTeachers.com. . by Joe McAllister.

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Is All the Technology in Modern Classrooms a Good Thing?

EdNews Daily

In fact, according to EdTech Magazine , 63% of K-12 teachers report using technology in their classrooms daily. It’s commonly accepted in education that there are four overarching learning styles that include visual, auditory, kinesthetic, and reading. Gamification Can Helps Kids Learn.

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New Global Survey Offers Snapshot of Technology in the Classroom in 2019

EdTech Magazine

Use of desktops, notebooks and tablets (think Asus Chromebook and Acer Chromebook Tab 10 ) frequently support the ongoing trend of gamification in education, the report states. . The expectation is that, in the future, students will develop greater autonomy in the learning process, selecting the technology that works best for them.

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