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What is the new technology for improving teaching and learning?

eSchool News

Robotics and coding tools introduce students to hands-on STEM learning. Emerging technologies are poised to revolutionize K-12 education, offering innovative ways to engage students and enhance learning outcomes. Gamification and interactive learning platforms introduce elements of play to make lessons more engaging.

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A Decade Into Experiments With Gamification, Edtech Rethinks How to Motivate Learners

Edsurge

. — Deepak Cheenath That puts CoCo’s strategies to keep students engaged or motivated to learn at complete odds with what many edtech companies have been trying to do to teach literacy or STEM — mimic online games like Robolox or Minecraft that children spend hours immersed in outside of school. Quizizz is embodying this shift.

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35 edtech innovations we saw at FETC 2023

eSchool News

Beanstack , an edtech platform that helps schools encourage kids to read through gamification, demonstrated the importance of engaging readers. FTW Robotics displayed its drone technology in booth #518 that is currently in 1K schools throughout the United States.

EdTech 130
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What?s New: New Tools for Schools

techlearning

HUGHESNET & NATIONAL 4-H COUNCIL ( www.hughesnet.com ) & ( 4-h.org/parents/stem-agriculture/youth-stem-activities/ ) HughesNet and National 4-H Council announce the launch of STEM Lab to inspire the next generation of scientists. Bubble Bot features a bubble-blowing robot or a Fan of Fortune, a prediction game.

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Epic Guide To Game Based Learning

The CoolCatTeacher

Does Gamification in Education Really Improve Learning? Gamification and Instructional Design by Mia MacMeekin includes a fantastic infographic to help understand some of the basics. Gamification in Education – a piece I wrote for Edutopia on this topic. Serious Games: Rethinking Gamification in Education with Cat Flippen.

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Three Career Paths for Educational Innovators—How to Get There and Where the Jobs Are

Edsurge

STEAM-based learning emphasizes both hands-on and digital experiences with engineering, art, game design, prototyping in makerspaces, authoring, robotics, and much more. Michael Matera, a 6th grade world history teacher in Milwaukee, used his expertise in gamification to write a top selling book, Explore Like a Pirate.