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We learned a lot. 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.
Beanstack , an edtech platform that helps schools encourage kids to read through gamification, demonstrated the importance of engaging readers. In her current role, she works directly with the district’s online tutoring programs, including FEV Tutor , to accelerate learning for students.
The rise of collaborative learning environments within hybrid and blendedlearning models is another notable development in K-12 technology trends. While the pandemic did cause learning loss, it also pushed forth an increased use of online and hybrid/blendedlearning technologies for students.
But looking at 2024, here are some current trends in education: Technology Integration: Continued integration of technology into classrooms, with a focus on online learning, educational apps, and interactive tools. Social-Emotional Learning (SEL): Increased emphasis on social-emotional learning to support students’ well-being.
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. JIBO BE A MAKER APP ( www.jibo.com ) Jibo, Inc.
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!
Coding platforms and robotics kits offer hands-on learning experiences, allowing students to apply programming concepts in a tangible way. Platforms like Scratch and robotics kits like LEGO Mindstorms empower students to experiment with coding and robotics, promoting critical thinking and problem-solving skills.
I kicked things off with a survey of major technological developments in a very top level way, then dived into specific, currently used digital tools (the LMS, ePortfolios, video, robotics, big data, social media, 3d printing, etc.).
We are partnering with Chrome Warrior and using their gamification platform to provide an enhanced professional development experience for Global Education Conference attendees. Associate Professor The comparative analysis of different online education and blendedlearning solutions in the non-OECD context. - Barrios, Ed.D.;
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