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From lesson creation to assessment and gamification, there is something for K-12 schools, universities, vocational schools, and so on depending on the purpose of the conference. Not to mention 3D printing, AR and robots! The exhibition part is also one of the best ways -if not the best- to find new ed tech solutions.
STEAM-based learning emphasizes both hands-on and digital experiences with engineering, art, game design, prototyping in makerspaces, authoring, robotics, and much more. Michael Matera, a 6th grade world history teacher in Milwaukee, used his expertise in gamification to write a top selling book, Explore Like a Pirate.
Examples include small-group brainstorming and “Mini Socratics” (small-group Socratic Seminars), gamification methods giving students points for each component they’ve completed in an assignment, small-group peer reviews where students reflect on each other’s ideas instead of correcting errors, and more.
The technologies built by these companies span a wide gamut of buzzwords (adaptive learning, artificial intelligence, gamification) but will be integrated with TAL’s online offerings. Sinovation also funds companies in other technology sectors including robotics and Big Data.) TAL has already directly funded a handful of U.S.
Close to 40 presentations in four different strands: Stories for Learning, Games and Gamification, Passion-Driven Learning and STEAM. Explore resources and tools – including robots, programming languages and computer-powered mechanical structures – you can use with students in grades K-5. Register here.
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