2020 Ed Tech Trends Focus on Equity

| February 5, 2020

article image
These consciously created spaces where students are free to pursue their own interests are most often linked to STEM, but it doesn’t end there. “We hold a belief system that makerspaces inspire literacy proficiency,” says Ginger Christian, principal of Anderson Elementary in Bristol, Tenn. “They engage students in a way that requires investigation of literacy skills.”In fact, not all makerspace tech has to be directly related to STEM — the app Book Creator, for example, allows students to create all sorts of digital books, including instructional manuals for experiments done in traditional STEM spaces.

Spotlight

SoapBox Labs

SoapBox is on a mission to radically transform how kids interact with technology using their voices. Our low-code, independent, and proprietary technology delivers 95% accuracy for kids ages 2 - 12 of all dialects and accents. The SoapBox voice engine has been built using a privacy-by-design approach. Protecting kids’ fundamental right to voice data privacy is a cornerstone of our company mission and philosophy. SoapBox Labs leverages the same underlying voice engine to address our two core market offerings: SoapBox Educate voice enables products and platforms in the EdTech market for screening, practice, interventions, and assessments products for literacy and language learning SoapBox Play focuses on voice-enabling third-party games, toys, and entertainment applications for the home and consumer markets.

OTHER ARTICLES

Purple Mash Games Design Competition - Winners

Article | July 10, 2020

We are delighted to announce the winners of the Purple Mash Games Design Competition. We received over 8,200 entries in total across all three categories and across the 2Simple team we ensured each and every single game was played. Huge congratulations to Lara from Queen’s Park Academy for her game ‘Pets in Peril’. Our judging panel commented.

Read More

AR is here. Is your classroom onboard?

Article | July 10, 2020

According to statistics offered by Markets and Markets, the AR market is estimated to grow from USD 10.7 billion in 2019 and projected to reach USD 72.7 billion by 2024. This growing trend can be witnessed now and will continue in the coming years in education also since all students will have been born with technology in hands by 2025. Therefore, education has to be adapted to serve this generation of learners. For them, AR is one solution schools and teachers should consider. AR blends the real-world with the online world by overlaying digital information over the learners’ own environment. In this way, the whole learning experience is more and more appealing to students because they are more engaged and motivated throughout their instruction.

Read More
EDUCATION TECHNOLOGY

eLearning Gamification: Its Role, Effectiveness, and Open edX Applications

Article | July 10, 2020

Gamification in eLearning is a must-have way to make training more effective and engaging. But how do you implement it for the Open edX platform? In this post, we share some recommendations and examples. Using the game elements, eLearning gamification, provides an effective, informal learning environment and leads to a more engaging learning experience, facilitating better knowledge retention. It is important to mention that gamification tools are based on psychological behavior that governs our everyday decisions and provides a strong platform to share achievements, manage work progress, and build competition. These factors make gamification a powerful tool for learner engagement.

Read More

Boston Dynamics’ Handle robot recreated with Raspberry Pi

Article | July 10, 2020

You in the community seemed so impressed with this recent Boston Dynamics–inspired build that we decided to feature another. This time, maker Harry was inspired by Boston Dynamics’ research robot Handle, which stands 6.5 ft tall, travels at 9 mph and jumps 4 feet vertically. Here’s how Harry made his miniature version, MABEL (Multi Axis Balancer Electronically Levelled). MABEL has individually articulated legs to enhance off-road stability, prevent it from tipping, and even make it jump (if you use some really fast servos). Harry is certain that anyone with a 3D printer and a “few bits” can build one.

Read More

Spotlight

SoapBox Labs

SoapBox is on a mission to radically transform how kids interact with technology using their voices. Our low-code, independent, and proprietary technology delivers 95% accuracy for kids ages 2 - 12 of all dialects and accents. The SoapBox voice engine has been built using a privacy-by-design approach. Protecting kids’ fundamental right to voice data privacy is a cornerstone of our company mission and philosophy. SoapBox Labs leverages the same underlying voice engine to address our two core market offerings: SoapBox Educate voice enables products and platforms in the EdTech market for screening, practice, interventions, and assessments products for literacy and language learning SoapBox Play focuses on voice-enabling third-party games, toys, and entertainment applications for the home and consumer markets.

Events