What is gamification? Gamification is a technique that leverages people’s natural desires for socializing, competition, achievement, status, self-expression, altruism or closure. The idea is to apply game-design thinking in non-game applications, and in education that usually means applying game-based concepts to content in order to meet specific learning outcomes. How does gamification help people … Continue reading
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The Lego Model – Bringing Building Blocks into the 21st Century
Lego’s interlocking plastic bricks made their first appearance in 1949 being sold as “automatic binding bricks”. The potential to reuse the same pieces to construct different structures and inventions has been present from the very beginning. The world of Lego has expanded significantly from the early days and now includes theme parks, video games, board … Continue reading
How is 5G set to change the classroom?
What is 5G? 5G is the fifth generation of wireless communication and it’s just beginning to roll out around the world. It promises speeds up to 20 times faster than 4G connections, more bandwidth and more stable connections. All four wireless carriers have begun using 5G in the U.S., and 5G phones are available to … Continue reading
Sesame Street’s 50 Year Impact on Education
It’s been fifty years since Sesame Street started captivating students and educators alike, and ten since the show launched STEM-specific segments. With catchy songs and witty skits, it’s no surprise that children who grew up watching the show credit it as being one of their first teachers. Read on to find out how the show is helping students learn about STEAM and STEAM. Continue reading
Prepare Students for the Modern World; Incorporate STEAM into all Areas of the Classroom
STEAM has been a major focus in education for years. According to data from the ACT, 45% of 2018 high school graduates intended to pursue STEM majors in college. As schools start implementing new STEM tools and curriculum to better prepare students for the modern world, they face a new challenge─ how can STEM apply to subjects that aren’t Science, Technology, Engineering, and Math? Continue reading
4 Ways to Celebrate STEM/STEAM Day
Schools have been introducing STEAM education initiatives at a steady pace. As Friday – National STEM/STEAM Day – approaches, here are a few ideas for bringing STEAM to life in the classroom. Continue reading
October is National Cyber Security Awareness Month
October is filled with things that go bump in the night. With scary stories being told all month long, it’s not uncommon for people to feel a little uneasy this time of year. However, October is not only time to hear about monsters— it’s also a time to manage threats lurking online. Continue reading
Introducing STEAM and EdTech into Project Based Learning
In our previous blog post, we explored the connections between STEAM and Project Based Learning (PBL) and how projects could include core tenants from each. Today, we’ll focus on teachers who have already begun integrating these strategies, as well as how edtech fits into the larger scheme of things. Continue reading
Are Project Based Learning and STEAM the perfect pair for Educators?
In terms of education buzzwords, Project Based Learning (PBL) and STEAM initiatives are pretty high on the list. Where are the intersections between the two and how can teachers utilize the core tenants of each to create juggernaut learning experiences? Continue reading
Unexpected Opportunities in the K-12 Buying Cycle
All edtech is not created equal. Learn more about the buying cycles for different product types. Continue reading