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Increasing Engagement, Creativity, and Innovation with Minds-On/Hands-On Activities

User Generated Education

Learner-Initiated and Directed – When presented as self-directed learning, educators, as mentioned above, give learners an open ended task, like develop a new type of transportation for use on another planet or design an assistive technology for someone with a disability. Puppet Making and Green Screen Recording.

Robotics 394
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Friend or Foe? 3 Key Benefits of AI in Education for Students, Teachers, & Admins

ViewSonic Education

By using advanced technologies from the fourth industrial revolution, such as AI and robotics, Education 4.0 On top of that, AI is also driving the development of assistive technologies like speech-to-text and text-to-speech converters. introduces exciting new ways to deliver personalized learning experiences.

Education 397
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Listen EVERYWHERE in High School Theater Brings Clear Audio to Those with Hearing Loss

eSchool News

BLUFFDALE, UTAH – Listen Technologies, the leading provider of advanced wireless listening solutions for 24 years, announced that John Rennie High School , a secondary school in Quebec, Canada, has selected Listen EVERYWHERE for use in its theater to support assistive listening. .

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Assistive Technology with MakeyMakey

Cycles of Learning

Activities such as "BattleBot" competitions, Roller Coaster construction and Robot "Tug-of-War", while rich in problem-solving/design strategies, were poor in their ability help campers make connections between their experience in camp, and the power of such devices to create greater good in the world.

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Robotics for Social Good: "Bomb Squad" Simulation

Cycles of Learning

In our Design for Social Good class, students were given a final project challenge: to apply their CAD, electronics, and Robotics skills to simulate robotics' applications in military and law enforcement. This controller could remotely operate a robot, simulating the disarmament of a hypothetical explosive.

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Top 10 K–12 Educational Technology Trends

techlearning

3 Wearable Technology —Wearable technology is an up-and-coming trend in edtech. Wearable technology covers a wide range of items—from assistive technology for students with disabilities to devices to encourage motivation and participation. 6 RoboticsRobots will likely continue trending in the K–12 environment.

Trends 105
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FETC 2019: Day One

eSchool News

Not surprising is the continued focus on STEAM, STEM, coding, and robotics. Assistive Technology. A student does not need to be on an IEP or 504 to benefit from assistive technology. Day one has my head spinning already with networking opportunities, amazing workshops, and energizing vibes.