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Our research shows that when students work on projects, they learn more

eSchool News

One way we have taught these skills is through project-based learning (PBL), where students apply what they’ve learned during a hands-on project that is relevant to the real world — and their lives. Educators participating in the research used Defined STEM as the core resource to implement PBL in their classrooms.

STEM 279
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Is the Traditional Classroom Becoming Obsolete?

Ask a Tech Teacher

Moreover, virtual classrooms often utilize a variety of technological tools that enhance interactivity and collaboration. Research indicates that active participation leads to higher retention rates, which can be upwards of 60% for students engaged in interactive learning. Cost-effectiveness is another critical advantage.

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How Leveraging Curiosity May Keep Students Engaged From Afar

Edsurge

But that changed one day when her son told her he wanted to participate in FIRST ? For Inspiration and Recognition of Science and Technology) and LEGO? Bongiorno spoke with us about her experience with FIRST , STEM education and navigating remote instruction—as both an educator and parent—during the COVID-19 pandemic.

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3 ways to strategically incorporate creativity in schools

eSchool News

There are currently 65 schools participating in the art-integration program in a system of over 200 schools. Each of our model schools must have a committed school leader and a Professional Learning Community (PLC), consisting of 6-10 teachers. Take a School-by-School Approach.

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What Technology is Used in Teaching and Learning?

eSchool News

From interactive apps to virtual environments, these technologies create dynamic educational experiences, preparing students for the demands of the digital age while empowering educators to deliver impactful lessons. How technology helps in teaching and learning Technology revolutionizes K-12 teaching and learning, offering myriad benefits.

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61 predictions about edtech, equity, and learning in 2022

eSchool News

In fact, research shows that 80 percent of esports teams are comprised of students who have never before participated in extracurricular activities. Much like participation in an athletic team, esports players learn how to work together as an effective team by communicating and collaborating with each other.

Learning 363
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The Resurgence of 3D Printers in Modern Learning Environments

EdTech Magazine

Jody Britten, a senior associate at the Metiri Group , talked about how 3D technologies and data visualization tools lead to better learning outcomes with EdTech. Active-learning technology allows them to move from consuming information to creating and thinking on a deeper level ,” Britten said.

STEM 167