Remove Gamification Remove Secondary Remove Software Remove Strategy
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Charting New Territories in PD: The Whitsby Story with ASCD

The CoolCatTeacher

Whether you're a teacher interested in new strategies or an administrator aiming to improve your team, this conversation can help you see professional development through a new lens. Prior to that, they completed their Bachelor of Science degree in Secondary Education – Science at Bloomsburg University of Pennsylvania from 1990 to 1993.

Training 330
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64 predictions about edtech trends in 2024

eSchool News

Most educators and students are not technology professionals and prefer classroom solutions that are simple to use and easily work with the various programs, software and other hardware which educators have grown accustomed to. Diana Heldfond, CEO & Founder, Parallel Learning Are students learning?

Trends 143
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65 predictions about edtech trends in 2024

eSchool News

Most educators and students are not technology professionals and prefer classroom solutions that are simple to use and easily work with the various programs, software and other hardware which educators have grown accustomed to. Diana Heldfond, CEO & Founder, Parallel Learning Are students learning?

Trends 52
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Storms over liberal education: notes on the 2016 AAC&U conference

Bryan Alexander

I hoped to move on from there to what I called “approaches”, ways of using tech that didn’t depend on a specific platform – i.e., gaming and gamification, blended learning, distance learning, MOOCs, mobile, and digital literacy. Bragaw encourages us to rethink campus strategy in light of being a nonprofit business.

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Reinventing The School Desk: Tip Tap Tap And The Internet of Things

Fractus Learning

Gamification for Learning. Our approach towards designing our educational applications was to incorporate gamification theory and techniques (narrative, acknowledging achievement, giving rewards, socialisation and altruism), as to encourage and motivate students with higher levels of engagement through learning activities.

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Learning in the Digital Age

eSchool News

Smart K-12 platforms use algorithms to analyze student performance and provide real-time feedback, allowing educators to tailor their teaching strategies and interventions accordingly. Gamification elements are also employed to make learning more enjoyable and to incentivize student participation.

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Education Technology and Data Insecurity

Hack Education

Always eager to associate itself with the latest tech craze, education technology embraced Pokémon Go with great gusto: “ Why Pokemon Go shows the future of learning gamification.” I’ll look more closely at discrimination by design – in software and in algorithms – in the final article in this series.)

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