MDM solutions and gamification make perfect interactive learning partners

In the era of mobile devices and tablets, interactivity has become the norm for schoolchildren. To facilitate effective teaching and learning, modern schools must equip every classroom with interactive touchscreens and utilize gamification techniques. As these modern education tools require management and security, integrating MDM solutions has become imperative for every organization.

Understanding the Basics of Gamification in Education

Gamification means adding interactive gaming elements to processes such as learning. Everyone loves games, and competition motivates people to perform their best. So, by adding gamification elements during teaching sessions, schools can significantly increase their participation and engagement levels.

In addition, gamification can improve student skills such as active learning, problem-solving, and critical thinking. It also helps students enhance teamwork and collaboration.…Read More

BenQ Sponsors the Undisputed Texas High School Esports State Championship

COSTA MESA, Calif. — BenQ, an internationally renowned provider of visual display solutions, sponsored the Undisputed Texas High School Esports State Championship, April 28-29 at the Esports Stadium Arlington. The crowd was up close to the action, thanks to BenQ’s donation of 40 BenQ Board smart boards. Also at the show, BenQ’s esports product line, ZOWIE, showcased its premium gaming monitors.

The Undisputed Texas High School Esports State Championship is put together by the Texas Scholastic Esports Federation, a teacher-run, 501c(3) nonprofit organization serving Texas schools with a mission of making esports an accessible, inclusive, and equitable path to college, career, and military readiness for all Texas students. Over two days, the championship brought together 500 competitors, 30 high schools, and five titles — Valorant, League of Legends, Overwatch 2, Rocket League, and Super Smash Bros. Ultimate.

“BenQ has a long history of supporting teachers and the esports industry with state-of-the-art visualization solutions built around an arsenal of tools and features that define a positive learning and gaming experience,” said Bob Wudeck, senior director of business development at BenQ Education. “Designed to be an intuitive and innovative hub in the classroom, our BenQ Boards are unlike anything else on the market and now attendees will see them set up to support an esports competition. We’re excited to be part of this local event and showcase BenQ’s investment in education and esports in one place.”…Read More

What is a predictive metaverse? The future of guided learning

The word ‘metaverse’ has certainly been used a lot recently, specifically within conversations around the advancement of technologies and the ever-changing landscape of how we work and live. More often than not, it is usually connected to the gaming industry and does not tend to come up in conversations about education. However, the AI-powered virtual world is becoming increasingly appealing to content creators and educators as they recognize how it can be used to improve engagement and creativity and create personalized learning programs.

What is a predictive metaverse?

A predictive metaverse is a hypothetical concept that refers to an advanced form of a virtual world that is powered by AI and machine learning algorithms. In this scenario, the metaverse would be able to predict and anticipate the actions and behaviors of its users. It is essentially taking virtual learning to the next level.…Read More

Cybersecurity to Be Taught to K-8 students across North America for Free

London, ON – Cyber Legends, the fun, free game that empowers kids to learn online safety through play, today announced the launch of the Cyber Legends Gaming platform and its availability to schools across North America. There is currently no standardized cyber safety curriculum being taught in primary, elementary or intermediate schools. Cyber Legends intends to change that with engaging, curriculum-aligned lessons, masked as a fun video game. The game teaches kids about passwords, identity theft, scams, phishing, cyber bullying, sexting, social media issues and much more.

Cyber Legends has reached out to teachers, schools, school boards, cybersecurity experts, and online safety professionals to collect data over the past 2 years to learn about their challenges.  The company has gathered all the complexities of internet safety and distilled them into engaging, well-tested, curriculum-aligned, and beautifully structured lesson plans (created by teachers) for grades K–8. Cyber Legends also comes with tons of free resources to help teachers, parents, and children.

As critical as it is that children learn about cyber safety early on, teachers often lack the resources to help their students. They aren’t cybersecurity specialists and the vast majority have never received any cybersecurity training themselves. This provides a simple way to give each child the basics on how to stay safe online.  This has become more critical as students use laptops, mobile devices, and home computers routinely.…Read More

Is it time to fire up gaming consoles in classrooms?

Digital learning has become a significant part of education as a result of the pandemic, and schools are continually finding innovative ways to engage and motivate students online. So, with Ofcom revealing six in ten children played games online in 2021, what might the use of video gaming in the classroom look like to engage students with a model they’re already invested in?

Historically, gaming has been associated with recreational activities rather than as a medium used to boost the diversity of learning techniques, despite it being an actual benefit to a child’s literacy, empathy and imagination.

The question is: Does gaming have a viable role to play right now, as digital learning continues to claw its way to the forefront of education, or is it simply an unwelcome distraction?…Read More

Reaching the 4Cs with 3D and virtual reality

I thought I was ahead of the times when I acquired virtual reality headsets and other
mixed reality technology via a grant award in late 2019. The pandemic shutdowns halted my plans to use the acquired virtual reality headsets for virtual field trips and other STEM investigations. Returning to in-person learning just six months later, the prospect of utilizing this tech for meaningful integration seemed more daunting and less appealing.

Feedback from my students revealed that they had already consumed hours of 360° views while gaming on their home computers and were well versed in digital travel because teachers frequently used video tours as engagement tools during the pandemic.

To overcome my discouragement, I recalled that in 2020, Natale et al. published a review of recent research related to learning with virtual reality and concluded that VR is not as impactful on learning when done with non-immersive tools such as the Chromebooks students were issued when they were forced into distance learning. …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

46 edtech innovations at ISTELive 22

It was fantastic to gather in person at ISTELive 22 in New Orleans. Here’s a sample of the newest edtech innovations, products, and solutions eSchool News learned about during the show.

3M and Discovery Education announced 31 State Merit Winners in the 2022 3M Young Scientist Challenge. As the nation’s premier middle school science competition for 15 years, the 3M Young Scientist Challenge features outstanding innovations from young scientists that utilize the power of STEM to improve the world.  The 3M Young Scientist Challenge asks students in grades 5-8 to identify an everyday problem in their classroom, community, or the world and submit a one- to two-minute video communicating the science behind their solution.

Aperture was on hand to demonstrate its scalable SEL solution for K-12 that grows with students and staff, from teacher-based ratings and strategies at the elementary level, to student- and teacher-facing assessment and strategy software for high school students and staff. Research-based DESSA assessments provide partners with an SEL foundation rooted in the promotion of assets, not deficits.…Read More

How esports promotes inclusion and belonging

I grew up a casual gamer, half-decent at a few games like ‘Yoshi’s Island’ and ‘Rush.’ The most intense PC games I ever played were ‘Minesweeper’ and ‘Frogger.’ Esports and gaming weren’t something I thought would be a major part of my career.

Had you told high school me that I would be a computer science and information technology teacher, she would have not believed you. On top of that, to tell high school me that she would be heavily involved in growing esports throughout the state of Utah, and she would have audibly laughed at you. Seriously–gaming was not on my radar AT ALL. 

But let me tell you how esports found me–and why I’m so happy it did.…Read More