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12 Innovative Digital Tools to Engage High School Students

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Thankfully, technological advancements have led to the development of digital tools designed specifically to captivate high school student’s attention and enhance their learning experiences. A Tool That Helps Them Learn to Code Coding tools equip students with the ability to comprehend and create technology.

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Simulations as a Teaching Strategy

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Simulations and games have grown from rote drills using a computer to challenging learning experiences for students that hone problem-solving and critical thinking skills. This is certainly prominent in the workplace, where some 90% of employees say that gamification makes them better at their job and more productive at work.

Teaching 371
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The Top 5 AI Quiz Builder Tools That Can Transform Your Classroom and Their Benefits

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Tools like Siri, Alexa, ChatGPT, and a plethora of apps seem perfect for handling the repetitive and time-consuming aspects of education that take teachers away from the core of most lessons that require critical thinking, creativity, and problem-solving. link] Jacqui Murray has been teaching K-18 technology for 30 years.

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8 Great Websites and Apps to Help Kids With Fractions

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With the advent of modern technology, learning this critical skill doesn’t have to feel like a chore anymore. Young learners can participate in a variety of math-based activities and challenges that improve their problem-solving skills while making the process enjoyable.

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What’s Changed in Lesson Planning

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Technology and the connected world put a fork in the old model of teaching–instructor in front of the class, sage on the stage, students madly taking notes, textbooks opened, homework as worksheets, and tests regurgitating facts. Students are digital natives, in the habit of learning via technology. Did I miss anything?

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Kid-created Games That Teach

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Solutions to this problem abound but one of the most popular with K-16 educators — because it works — is to gamify learning. Wikipedia defines “gamification” as: “an educational approach to motivate students to learn by using video game design and game elements in learning environments.

Teaching 190
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14 Education Advancements in a Year

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The past decade saw significant improvements in the application of technology to learning and 2017 became a tipping point where embedding technology into education finally moved from fringe to mainstream, remaking classrooms in the image of the future. Greater acceptance of technology as a tool. Gamification of classes.

Education 152