Not long ago gamification was a bit left field, after all learning is learning and playing is playing and each should stay in their lane, no?
A few years in and it’s looking like a definite no, gamified learning has shifted from something that was set as part of homework, sometimes, to front and centre in class where gamified tasks seem to be a natural fit; they’re collaborative, accommodative of varying ability levels and engaging.
“I’ve been in the business for four years and at the start there was the perception that this wasn't much good. Now we’ve been able to prove educational outcomes, show how kids are improving and we’ve also been able to show how easy it is for teachers as well, how gamification is making their lives easier,” says Literacy Planet CEO Adam McArthur – Literacy Planet is an online reading and writing resource. Read More
If we are to believe futurist Thomas Frey, drones will become the most disruptive technology in human history. To be fair Frey’s definition of a drone is more than the flying Unmanned Aerial Vehicles or UAVs we typically think of. Read More
Grant is kind of generous, if you manage to impress, Grant will make it very worth your while, giving away funds for classroom STEAM resources.
They’re strong silent types anemones and they’re fighting back against high temperatures and bleaching. Anemones’ ability to keep producing venom gives them an edge in surviving changes to marine environments. Read More
Amazon have launched Camp Amazon to encourage children from underserved and low-income communities to pursue careers in computer science.
You can’t be what you can’t see and that applies for STEAM career pathways for women, but there needs to be a strategy set in place if strong female STEAM role models are to be made available to young ladies. Read More
Research on the QuickSmart Numeracy program says it is delivering a month’s worth of impact on maths achievement when compared with students doing regular maths classes alone. Read More
One of the fun ways to address issues surrounding STEAM is via a family engagement program based on the popular Family Science or Maths programs.
Developed in South Australia by eLabtronics, the runlinc platform is being taught to children as young as eight years old and allows simple but powerful investigations to be made. Read More
Microsoft Australia and professional learning organisation, Education Changemakers, are calling on teachers and local high school students to enter a new national competition – the AI for Good Challenge. Read More
Mojobot exists at the confluence of board games, coding and robotics, sweet. The idea is tangible coding, with Mojobot you learn to code through playing and challenging each other in the Mojobot Missions board game. Read More
Is Virtual and Mixed Reality the technology that finally shakes the education world up? From the look of how Virtual Reality is transforming learning at Strathcona, the answer might be yes. Read More
Technology teaching places new demands on networks in both capacity and security; many of the materials used in STEAM education, programmable microcontroller kits for one, are designed to be open and are therefore vulnerable. Read More