Tag: STEM
-
The Slow Gamification of K-12 Classrooms
Children are becoming acutely acquainted with mobile technology long before their K-12 classroom years. When they arrive at their first organized school experiences, they are often ... -
Managing Dyslexia with Gamification
Gamification is a trend on a constant rise in education, owing this primarily to its positive influence on students’ engagement and motivation. What if gamified learning ... -
Why Is It So Hard for EdTech Startups to Sell to Schools?
Innovation in technology can do a lot to improve or disrupt the education system. Only a few startup companies have made successful and innovative solutions to ... -
Why Do Many EdTech Startups Fail?
Every startup has its own struggles, and education technology startups are no different. Even companies like Udemy, Coursera, and Duolingo, with over $100 million in funding, ... -
Why Should We Invest in STEM Education?
Better Futures for the Next Generation It’s no surprise that careers are becoming more focused in the areas of Science, Technology, Engineering, and Math. According to ... -
4 Ways Digital Technology has Changed K-12 Learning
Digital technology has taken the world by storm – particularly in the past decade. It makes sense that this trend would have an impact on K-12 ... -
Strategies for Seamlessly Integrating Technology into Class
Words like “technology,” “digital devices,” and “modern media” sound flashy and attractive. Of course teachers want to have those buzzwords in the classroom! But when it ... -
How to Decide if an Edtech Product is Worth Using
The Edtech industry is booming, and while this is good for a sector that promises to make everyone smarter, it can be overwhelming for teachers and ... -
How Do We Get More Girls Involved in STEM?
Beyoncé famously stated that “girls run the world” and while her sentiment is hopeful, there are still academic fields where girls are under-represented. The world of ... -
How Teachers Can Gamify Science
Gamification of all subjects has become increasingly popular in K-12 and higher education. The introduction of games and technology into the classroom provides many unique experiences ...