35 edtech innovations we saw at FETC 2023

This year’s Future of Education Technology Conference landed in New Orleans, and the conference was abuzz with post-pandemic learning recovery tools, solutions to promote equity among students and parents, strategies for digital access, student mental health, social and emotional learning tools, and more.

Here’s just a glimpse of what we learned about during FETC 2023:

AVer Information Inc. USA, announced the launch of the A30, the world’s first All-in-One Camera with AI Audio for the Classroom. The A30 is a multi-functional classroom tool that enhances the teaching experience by combining a document camera, web camera, microphone, and speaker. With easy-to-use plug-n-play connectivity, the A30 speaker connects to computers, IFPs, and monitors to provide clear classroom audio up to 20 feet away. …Read More

How robotic gamification helped my elementary students love STEM

Coding is a necessary skill in today’s world, but it is relatively challenging to master, especially for kids. Its complexity is not necessarily because it is incomprehensible, but because it is a new concept for most students. This is especially the case for students in inner-city schools where technology is inevitably scarce due to systemic factors beyond the students’ control.

With numerous programming languages available, it can take time to pick a starting point. Educators have found a solution to this problem: gamification. Platforms like CoderZ offer virtual programming services where children can learn code through games. These games make learning code both fun and engaging for kids.

Through the CoderZ Robotics curriculum, kids learn to create, manage, and communicate with cyber robots in a virtual setting by inputting code. Block code is used because it is easier for children to understand and execute instead of complex text-based code. Learning is more accessible because virtual robots do not require hardware, space, or other associated costs.…Read More

The critical link between scholastic esports and career pathways education

When I first approached my administration back in August 2021 about implementing a scholastic esports program at school, I had imagined facing significant opposition to the idea, and, in preparation, had rehearsed my talking points and done my research in order to be persuasive.  I was prepared to talk about the connections to STEM learning, the opportunity to engage otherwise disengaged students, the inclusive nature of gaming, the research behind gamification and game-based learning, and more. 

None of that was necessary, however, as my school principal was extremely supportive in my effort to implement scholastic esports at the school and, more importantly, to use the program to teach students transferable skills while simultaneously encouraging them to explore related career pathways.

I began my esports program with a focus on social-emotional well-being using resources from NASEF to structure initial lessons.  Before jumping into the competitive aspects of esports and gaming, we spent three weeks discussing the importance of positive mental health and the negative effects associated with some online gaming cultures.  This included discussions of toxicity and online “trash talk” of opponents, as well as the impact on one’s emotional well-being and overall confidence as a result of being repeatedly subjected to such toxicity. …Read More

Gamification tools that increase student engagement

Who out there doesn’t enjoy some form of game? Whether it be watching or playing a sport, a card game, a board game, or video games, most people would say they at least enjoy one.

Games are part of many people’s lives–so why not use them to benefit students when teaching?

From a 5th grade teacher lens, it is evident that students are more likely to engage in an educational activity when it is “gamified,” and even more so when it is gamified with technology. …Read More

ISTELive 22 wrap-up!

In this episode of Innovations in Education, host Kevin Hogan explores:

  • How esports and gamification have advanced classroom instruction and homework
  • Has AR/VR finally come of age?
  • Will empathy for students AND teachers remain once normality returns?

Will gamification replace paper tests?

Nearly everyone remembers the stress of taking a test in school. In-class exams have the power to make even the most dedicated of students quake with fear, not to mention the damage they can do to the egos of struggling learners. For some students, the stress causes their minds to go blank, while others experience physical symptoms like headaches and nausea.

In fact, around 40 percent of students regularly report experiencing moderate to severe anxiety over tests. Unfortunately, that stress isn’t limited to students in higher grades. Even elementary school students can struggle with fear and performance anxiety on standardized tests. No surprise, then, that teachers and schools are increasingly rethinking their assessment methods, seeking ways to evaluate student performance without causing undue stress.

Fortunately, there are other methods of assessing students–methods that greatly reduce anxiety levels while simultaneously improving performance. One method getting a lot of attention is gamification, which involves incorporating elements of game playing, such as establishing ground rules, scorekeeping, and engaging in friendly competition with other students. Recent studies have shown that gamification in education can increase assessment scores by nearly 15 percent.…Read More

3 ways gamification engages students

In the face of the COVID-19 pandemic, hundreds of thousands of K-12 and college students have transitioned to online learning. However, not all teachers have received the adequate resources and training needed to teach remotely.

One of the major issues teachers are struggling with is effectively engaging students. In a study of 554 teachers in the San Antonio area, 60 percent said that students turned in assignments less frequently during distance learning, and 65 percent believed that there were significantly fewer lessons that grabbed the attention of students. Because online learning cannot easily foster the social and emotional connections that in-person learning does, students have a more difficult time staying motivated in classes.

Gamification, defined as using game-like elements in non-game contexts, can help motivate online learners and solve this issue. In the context of education, gamification elements typically include digital badges, leaderboards, progress bars, and more. Integrating these elements within an online learning environment can provide students with an intriguing, immersive experience.…Read More

I gamified my classroom and students are soaring

An average child today will have played 10,000 hours of video games before the age of 21. If playing games is part of our culture, even part of our identities, then it stands to reason that students can be highly motivated by game-based learning opportunities. So what if we make classrooms the game?

Gamification means using game-design principles such as cooperation, competition, character development, and point scoring in a non-gaming context. In the classroom, it can be as straightforward as transforming learning activities into games or a more subtle application of game-design principles to learning tasks.

Gamifying your classroom can be as simple or as complex as you choose to make it. Some teachers choose to create their own game for their classroom in order to customize features including backstory, characters, rules, and objectives. At the same time, there are many user-friendly apps that teachers use to simplify those features.…Read More

The Friday 4: Your weekly ed-tech rewind

Every Friday, I’ll recap some of the most interesting news and thought-provoking developments from the past week.

I can’t fit all of this week’s news stories here, though, so feel free to browse eSchool News and read up on other news you may have missed.

This week? The future of education, including citizen science apps, increases in gamification and game-based learning, and artificial intelligence’s impact on the education industry.…Read More