How K–12 Classrooms Can Benefit from Robotics

EdTech Magazine

How K–12 Classrooms Can Benefit from Robotics. 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. . The STEM Robots Revolution Hits K–12.

Use Coding to Create Diverse Projects, From Art to Robotics

techlearning

Microsoft MakeCode Bring code to life with circuits, robots, Minecraft, and more Pros: Great connection between code and hardware, easily switch from block- to text-based commands. Gamification Lesson Plans edtech STEM Site of the Week Resources Robotics Makerspace News Coding

Robot Teachers at New International School

elearning, mobile learning, gamification and more

Abu Dhabi: Robot Teachers will soon be instructing students in basic math and other subjects at a private school in Abu Dhabi. The programmable robot can also be used to explore research topics in robotics, computer science, human-machine interaction and even social sciences.

Robotics & Gamification: Could They Be Future Curriculum Cornerstones?

Educational Technology and Mobile Learning

Video games have a certain negative connotation when it comes to children. Considered time wasters, and often violent, many parents and educators discourage the use of them. However, when applied.read more. Gaming in education

Coding for the Common Core – Apps for Integrating Coding With Math and ELA

EmergingEdTech

Image Source Dr. Leslie Suters is a faculty member in the College of Education’s Curriculum & Instruction Department at Tennessee Tech University. She present the session “Coding for the Core: [Please click on the post title to continue reading the full post.

Amazing Ways The Google Car Will Change the World

elearning, mobile learning, gamification and more

The post Amazing Ways The Google Car Will Change the World appeared first on | elearning, mobile learning, gamification and more. Infographic Robotics Technology or, then again…it could be like this: What do you think?

#CUE17- The Game

CUE

Visiting the STEAMPunk playground to meet robots, the exhibition hall to meet vendors, and attending a CUE affiliate meeting are just a few example activities. Connected Educator CUE Conference badging CUE 2017 National Conference gamification

Game Education: It’s in Their DNA – Guest Post from Courtney Pepe

EdTechTeacher

Game #4 – Sphero the Robot. Harry Moore School of NJCU recently received a grant from Sphero, a company that makes ball-size glowing robots that teachers can use to o teach literacy, coding, STEM. Learn more about Gamification, STEM, and more this Summer!

Wacky Machines Offer Problem-Solving Fun

techlearning

Use Coding to Create Diverse Projects, From Art to Robotics ] Bottom Line: Hands-on problem-solving leads to great fun and independent learning with the right curricular wraparound to connect what kids are doing with what they need to know.

TeachThought Podcast Ep. 93 Recognizing Learning And Growth With Open Badges

TeachThought - Learn better.

Drew Perkins talks with Wayne Skipper, CEO and Founder of Concentric Sky about open badging, micro-credentialing and education and learning.

Makerspace Starter Kit Updated

The Daring Librarian

Robotics? You an start with just one Sphero Mini : The App-Controlled Robot Ball Photo by: Jenny of The Brick Castle "Little robot. Sphero Mini fits a huge experience into a tiny robot the size of a ping pong ball. My awesome GT Teacher has a plethora of Robotics devices.

How to Build a Modern School – 6 Key Elements to Embed in Your Groundwork

ViewSonic Education

Below are three examples of transformative EdTech innovations: Gamification in education is a key movement in EdTech.

How To 341

Celebrating the 3rd anniversary of the NEO Blog

Neo LMS

From gamification to digital citizenship to PD for teachers to classroom robots and everything in between, the 102 posts that have been published on the NEO Blog in the last 12 months covered oh so many subjects related to education technology and e-learning for educational institutions.

LMS 378

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.

5 Resources to Gamify Student Writing

Ask a Tech Teacher

Educade gives you gamification resources for science, math, social studies, language arts, business, health and wellness, engineering, and more. This is your doorway to gamification. Don’t resist the process of gamification!

Top 100 Sites/Apps for Game Based Learning

Technology Tidbits

Gamification). DimensionU - An amazing site for educational games 3D games for Math and Literacy aligned to Common Core Standards. ** Door 24 - A fantastic iPad that has students working different Math/Algebra problems to help a robot fix his circuits and uncover the mystery behind Door 24.

6 Tips for making the most of ed tech exhibitions

Neo LMS

From lesson creation to assessment and gamification, there is something for K-12 schools, universities, vocational schools, and so on depending on the purpose of the conference. Not to mention 3D printing, AR and robots!

How to Play: Models for Game-Based Learning #SXSWedu

EdTechSandyK

If you decide to crash the robot into the wall, it doesn''t break the game. gamification sxswedu Notes from a panel session at SXSWedu 2013 [link] Teaching is a complex undertaking. Learning is a deep challenge. Schools are messy. How do we approach game development and what role does it have in learning? Play is fundamental to how we learn. How to make them work in education is the question.

Inspiring Students: Bringing Awe Back to Learning

A Principal's Reflections

Some examples include augmented reality, virtual reality, open education resources (OER), adaptive tools, coding, drones/robotics, and gamification. Awe might seem like just another three-letter word, but it is so much more.

K–12 Teachers Use Virtual and Augmented Reality Platforms to Teach Coding

EdTech Magazine

Innovations in virtual and augmented reality in the classroom are taking the concept of gamification to a whole new level. . K–12 Teachers Use Virtual and Augmented Reality Platforms to Teach Coding. eli.zimmerman_9856. Thu, 02/28/2019 - 15:20.

7 Educational Transformations for Any Classroom

EdTechTeam

Recently, many Hyperdocs have been built on decktoys.com which brings a new level of gamification into the classroom. Walking into any store in August will remind you that it’s back to school time.

Disruptive technologies in Education industry

EdSense

A full suite solution like EdSense seamlessly combines project based learning with robotics, math lab, soft skills lab, AR/VR Lab, programming, design thinking tools and proper maintenance support. Gamification.

5 ways to engage students in real coding this summer (hint: it’s not by playing Minecraft)

eSchool News

Courses for kids should incorporate some element of gamification to keep them engaged. Single-player is fun for a child for a while, but they quickly want to show off what they’ve done, and that’s easier with multi-player coding – especially when the course involves gamification.

What’s New: New Tools for Schools

techlearning

launch of Be a Maker, an all-new mobile application that teaches children how to code by allowing them to program their Jibo robot. Children ages 7-12 can use the Be a Maker app to create customized programs for their Jibo robot to perform, including speech and expressions.

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. I’m the gamification guy,' come talk to me. Michael Matera— 6th grade world history teacher with expertise in gamification and author of Explore Like a Pirate.

Highlights From a Year of Tracking Future Trends in Education

Edsurge

I was also surprised to see so little development in gaming and gamification within education this past year. Looking ahead to 2018, here are three predictions: First, we will probably see more work on the many ways automation (AI, robotics, etc.) If we look back on 2017 in educational technology, some of the biggest surprises were political and cultural. The first is the spread of free public-university tuition programs in American cities and states.

Trends 127

Dynamic Learning v. Static Learning (DO THIS, NOT THAT)

Shake Up Learning

There are hundreds of new things to do in the classroom: Genius Hour, Maker Education, Project-Based Learning, Problem-Based Learning, Challenge-Based Learning, Robotics, Coding, Gamification, STEM, STEAM, lions and tigers, and bears, oh my! The post Dynamic Learning v.

Pre-Order Shake Up Learning NOW, Get the Workshop for FREE!

Shake Up Learning

There are hundreds of new things to do in the classroom: Genius Hour, Maker Education, Project-Based Learning, Problem-Based Learning, Challenge-Based Learning, Robotics, Coding, Gamification, STEM, STEAM, lions and tigers and bears, oh my! The post Pre-Order Shake Up Learning NOW, Get the Workshop for FREE! appeared first on Shake Up Learning. Pre-Order Shake Up Learning and Get the Workshop for FREE! I can’t believe this is really happening, y’all!

Makerspace for Little or Nothing

The Daring Librarian

But what if we spend thousands of dollars on 3D printers, robotics, and other ephemera and it just ends up collecting dust? We’ve created cardboard arcades, robots, buildings, etc." -- Read the article for more!

Register for the Library 2.0 "Emerging Technology" Mini-Conference - Plus, Some Accepted Sessions Are Online!

The Learning Revolution Has Begun

Her research focuses on emerging technologies such as drones, robotics, driverless vehicles, artificial intelligence, augmented/virtual reality, and their use in libraries and education.

Announcing the Library 2.0 "Emerging Technology" Mini-Conference

The Learning Revolution Has Begun

Her research focuses on emerging technologies such as drones, robotics, driverless vehicles, artificial intelligence, augmented/virtual reality, and their use in libraries and education.

Next Week - The Library 2.0 "Emerging Technology" Mini-Conference - All Keynotes and Sessions Posted!

The Learning Revolution Has Begun

Her research focuses on emerging technologies such as drones, robotics, driverless vehicles, artificial intelligence, augmented/virtual reality, and their use in libraries and education.

8 Cool Tools You May Have Missed at ISTE 2017

Graphite Blog

Silas uses gamification, avatar creation, and (soon) VR to help kids record videos of their own situations and get teachers involved in feedback. Ziro : There's Sphero and Ozobot , and a host of other robotics tools out there. They are focusing on designing robots through motion-controlled hand gestures and letting the coding motivation arise naturally. It's not easy to stand out among the the giants of edtech like Google, Apple, or Microsoft.

WHAT’S NEW: NEW TOOLS FOR SCHOOLS

techlearning

Users can also use the NEO advanced features such as automation, gamification, learning paths, and competency-based learning directly from the Windows App. KinderLab KIBO ( kinderlabrobotics.com/kibo/ ) is a robot kit designed for young children aged 4–7 years old.

The Asian Money Fueling US Edtech Investments

Edsurge

The technologies built by these companies span a wide gamut of buzzwords (adaptive learning, artificial intelligence, gamification) but will be integrated with TAL’s online offerings. In China, families are looking beyond tutoring and test prep “for things that they think are critical for their children’s futures, such as STEM and robotics,” observes Angela Bao, Senior Investment Manager at. Sinovation also funds companies in other technology sectors including robotics and Big Data.)

EdTech 101