10 Fun Games to Play in the Car

Next week, my family and I will be taking a 4 hour trip to Pennsylvania. So today, I started thinking of fun games that we can play in the car to pass the time and quiet the constant “are we there yet?” questions. Never one to keep info to myself, I decided to share these games with families everywhere.

  1. License Plate Game

Make a group effort to find tags from each of the 50 states. The person who calls out a state’s license plate first gets the point. The person with the most points at the end of the drive wins.

  1. Trivia

While preparing for the trip, make a list of questions about your kid’s favorite subject and hobbies. Ask them these questions during the trip.

  1. Questions 

Come up with “get-to-know-you” questions on the fly: What is the coolest thing you’ve ever done? You get the idea.

  1. Phone

A child tells a story to someone else. That person whispers the same story to a third person, and so on. The final person to hear the story repeats it out loud so everyone can listen to it. Invariably, some of the stories will have been lost in the translation, and the resulting garbled message usually inspires a good laugh.

  1. The Theme Songs

One individual hums the theme song to a TV show, and everyone else tries to name the show quickly. The first person to guess the name of the theme song hums the next song.

  1. Name The Tune

Everyone turns singing a lyric to a tune. Everyone in the car attempts to guess the singer or title—bonus points if they get both!

  1. Restaurant Race

Each player chooses a restaurant. Players earn points by finding their restaurant off the road, on a billboard, on exit markers, on signs, or by hearing it on the radio. Impose a time limit of 30 minutes, and then tally up the points.

  1. Would You Rather? 

Try a game of “Would You Rather?” with everyone taking turns asking crazy questions to the group. For example, would you rather eat doughnuts or hamburgers for an entire day?

  1. Categories

Select a broad category, such as cities, movie titles, boy/girl names, dinner foods, etc. Next, have people take turns naming items within the chosen type in alphabetical order. For example, if you select boy names, you could say Arnold, Bennett, Cameron, David, Ernie, etc. If a player doesn’t state their answer within 10 seconds or travel down the alphabet correctly, they automatically lose the game.

  1. Roadtrip Sing-Off

The initial gamer begins by humming a couple of lines of a song. The following person jumps in to connect the lyrics with another song. Here’s an example: “Twinkle, twinkle, little star, How I wonder what you….” “You are my sunshine, my only sunshine; you make me happy.” “Happy birthday to you!”

The Edvocate Podcast, Episode 2: How Edtech Companies Should Start the New School Year

As summer reaches its peak, and fall gears up to make its arrival, students, parents, teachers, and administrators are all preparing for the beginning of a new academic year. So many gains were made last year, and they are eager to build upon that success. When we talk about education stakeholders who are concerned with starting the school year off right, we rarely, if ever, talk about edtech companies. They too are an integral part of the school community, as they provide a valuable service.

So how do edtech companies stay on their “A” games to begin the new school year? Not to worry, we have you covered.

Hello, my name is Dr. Matthew Lynch and welcome to the second episode of The Edvocate Podcast. Today, we will discuss back to school tips that will help your edtech company get off to a running start and sustain that momentum until summer break comes around again.

Announcing the Winners of the 2018 Tech Edvocate Awards

Every day, technology innovations transform the way people learn and how educators teach. In the last few years, the edtech field has attracted a lot of talented people, all with excellent knowledge bases and ideas. Though the edtech industry has been around for a few decades now, the last few years, in particular, have seen a surge in investment from both school districts and investors.

The education market is currently worth around $5 trillion globally, and it is forecasted that edtech investment alone will reach $252 billion by the year 2020. This growing investment into edtech start-ups has created some exciting changes in the world of education. Naturally, with increasing capital, the number of edtech companies, products, and thought leaders is also growing. In that spirit of change and innovation, we present the Tech Edvocate Awards.

After 4 months of hard work, we’ve narrowed down the year’s top edtech companies, products, people and more. We solicited nominees from readers in June/July and held online voting from June 1, 2018 – August 21, 2018. The nominee’s performance during the online voting period was used to gauge their popularity, but in no way signaled that they would become a finalist or walk away with an award. The finalists and winners were ultimately selected by a panel comprised of two edtech thought leaders, two PreK-12 teachers, one college professor, two K-12 administrators, one college administrator and two PreK-12 parents.  Here are our winners and finalists for 2018. Winners and finalists can access their award seals by clicking here.

 

Best Lesson Planning App or Tool

Winner: ClassFlow

Finalists:

Profile Planner

ActivInspire

Nearpod

Best Assessment App or Tool

Winner: MobyMax

Finalists:

Google Classroom

Evo Social/Emotional by Aperture Education

Best Early Childhood Education App or Tool

Winner: HeadSprout

Finalists:

KIBO – The STEAM Robot Kit for Children 4 – 7

Canticos Los Pollitos (Little Chickies) App

Levar Burton Skybrary Family

MobyMax

Best Literacy App or Tool

Winner: Lexia Core5 Reading

Finalists:

PBS Parents Play and Learn

EssayJack

Microsoft Learning Tools

Raz-Plus

Speare.com

MobyMax

Best Math App or Tool

Winner: MATHia

Finalists:

ABCmouse Mastering Math

Matific

ExploreLearning Reflex

MobyMax

Best STEM/STEAM Education App or Tool

Winner: Vernier Go Direct® Sensors with Graphical Analysis™ 4 @VernierST

Finalists:

KOOV Educator Kit by Sony

FlinnSTEM Powered by IMSA Fusion

WhiteBox Learning

DigitalEd

robots4STEM

Science A-Z

littleBits

ExploreLearning Gizmos

MobyMax

Best Language Learning App or Tool

Winner: Sprig Learning

Finalists:

Languagenut

Voces Digital

 

Best Virtual or Augmented Reality App or Tool

Winner: HoloLAB Champions

Finalists:

DiscoveryVR

Gamar

 

Best Personalized/Adaptive Learning App or Tool

Winner: Nearpod

Finalists:

ABCmouse Mastering Math

AVer CP3Series Interactive Flat Panel

Amplifire

Lexia PowerUp Literacy

StudySmarter

MATHia

Curriculum Associates i-Ready Mathematics and Reading

MobyMax

Best Coding App or Tool

Winner: CoderZ by Intelitek

Finalists:

CodeMonkey

Tynker

 

Best Gamification App or Tool

Winner: Kahoot!

Finalists:

Classcraft

Play Brighter

 

Best Learning Management System

Winner: NEO LMS

Finalists:

Odysseyware

Edsby

 

Best Blended/Flipped Learning App or Tool

Winner: FlinnPREP

Finalists:

ClassFlow

Odysseyware ClassPace

Learnlight

MobyMax

 

Best Assistive Technology App or Tool

Winner: Robots4Autism

Finalists:

Learning Ally

 

Best Parent-Teacher/School Communication App or Tool

Winner: Bloomz

Finalists:

Base Education

Edsby

RYCOR

 

Best Collaboration App or Tool

Winner: Boxlight MimioSpace

Finalists:

Newline Interactive

ADVANCEfeedback by Insight ADVANCE

Project Pals, Inc.

Epson iProjection App

Snowflake MultiTeach® (NUITEQ®)

Best Tutoring/Test Prep App or Tool

Winner: GradeSlam

Finalists:

Learnamic

FlinnPREP

www.winwardacademy.com

StudyLock

Varsity Tutors

 

Best Classroom/Behavior Management App or Tool

Winner: NetSupport School

Finalists:

PBIS Rewards

Impero Education Pro V7

MobyMax

Best Classroom Audio-Visual App or Tool

Winner: ActivPanel

Finalists:

Newline Interacitve

Epson BrightLink 710Ui Interactive Laser Display

Boxlight MimioFrame

 

Best Higher Education Solution

Winner: Study.com

Finalists:

TeamDynamix

CampusLogic

Perceivant

 

Best Learning Analytics/Data Mining App or Tool

Winner: Otus

Finalists:

Edsby

Tableau Software

Best Professional Development App or Tool

Winner: ADVANCEfeedback by Insight ADVANCE

Finalists:

Edthena

 

Best Student Information System (SIS) App or Tool

Winner: Alma

Finalists:

SynergySIS

 

Best Global EdTech Leader

Winner: Dr. Edward Tse

Finalists:

Angela Maiers

Nathaniel A. Davis

 

Best Global EdTech Company

Winner: MobyMax

Finalists:

Promethean

RoboKind

ClassLink

Epson America

GradeSlam

 

Best Global EdTech Startup

Winner: Learnamic

Finalists:

Orange Neurosciences

Yewno

Otus

 

Best K-12 School Leader

Winner: Dr. Adam Hartley, Fenton Area Public Schools, Genesee County, Michigan

Finalists:

Yvonne Mackey-Boyd, River Roads Lutheran School, St. Louis, MO

Shawn Wigg, Director of Mathematics, Duval County Public Schools

Best Higher Education Leader

Winner: Nichole Pinkard, Professor, Depaul University, Chicago, IL

Finalists:         

Anant Agarwal, edx, Cambridge, MA

 

Best School District Technology Coordinator/Director

Winner: Dan Warren, Director of Technology Operation, Central Stores, and Printing Services at Des Moines Public Schools

Finalists:

John Martin, Inter-Lakes School District, Meredith, NH

 

Best K-12 Teacher

Winner: Crystal Avila, Socorro High School, El Paso Texas

Finalists:

Cathy Haskett Morrison, Peel District School Board, Canada

 

Best College/University Professor

Winner: David J. Malan, Harvard University

Finalists:

Nicole Kraft, Ohio State University

 

Best EdTech PR Firm

Winner: PR With Pananche

Finalists:

J Harrison Public Relations Group

Nickel Communications

 

Conclusion

As you can see, there is no shortage of award winners in edtech. With these innovative edtech companies, products and people in mind, it becomes clear that the landscape of education is vast and technology is carving a new path for present and future educators. Well, that does it for the 2nd Annual Tech Edvocate Awards. We will be back, bigger and better in 2019.

The Edvocate Podcast, Episode 1: 8 Attributes of Successful Digital Age Teachers

Regardless of where you go in the world, teachers are the backbone of the education system. Without quality teachers, school districts cannot provide students with the skills that they need to be successful academically. Without teachers, the next generation will not be able to compete in the global economy. These are sureties, and you will find few people who would disagree.

If you have been studying the field of education closely, as we have, you know that it is undergoing a metamorphosis. Students no longer respond to the teacher-centered pedagogy that our forefathers did. No, today’s students are immersed in a technologically advanced world and possess attention spans that last only a few seconds.

Because of this, today’s teacher needs to add a new skill set to their repertoire to be successful. In this today’s podcast, we will discuss the 8 key attributes that successful digital age teachers possess.

How Can Edtech Lead School Improvement?

pass or fail

Schools across the country are constantly looking for new ways they can improve education for students and teachers. In this modern age, it makes sense that many school districts would look to edtech for the answers. Is it possible that edtech could lead school improvement and promote better outcomes for students?

The reality is that edtech can be a powerful force in the classroom when it is used appropriately. School officials in charge of the purchasing decisions should really know how they can best use edtech to promote improvement among their students. You must know how to choose the right technology to make the dramatic impact that most schools desire. If you think that a major edtech purchase could improve your school, here are the things you need to know about how to make your purchase more successful.

Create a vision for your school.

Purchasing more edtech doesn’t do your school any good if you don’t know what you are trying to achieve. The first step to improving any school is to cast a real vision for your classrooms and district. You need to decide what needs your students and teachers have before you can move forward. Creating a vision and identifying measurable goals or objectives is the key to buying the right edtech for your classrooms. After all, this helps you identify which problems need to be solved first and narrows down which edtech items you really need.

Look for technology to support your goals.

The market is completely flooded with edtech programs and platforms that promise to help with a variety of needs. Many of these programs are extremely flashy and easily marketable, but they won’t all suit your school’s needs. You need to make sure that every program you investigate will relate directly back to one of your previously identified needs and goals. It may also be helpful to look for scalable technology.

One research study on the Edivate program (a scalable platform that can be adapted to many goals) demonstrated an 18.5 percent increase on standardized assessments. This demonstrates the importance of finding edtech that truly suits your school’s needs.

Search for edtech that has been tested and proven.

Your school isn’t likely to see improvement with programs that have not been thoroughly researched, tested, and proven to be effective. One of the major problems in the edtech community is that no one pays enough attention to the reliability of the systems that schools are adopting. Schools can spend a lot of money on edtech for a very small payoff when it comes to classroom management or test scores. If you want technology to help lead school improvement, it is essential to implement products that are demonstrated to help you achieve your overall vision.

Edtech holds the potential to be extremely beneficial for everyone in the learning community. It can help to improve how a classroom functions and boost student test scores. With the right platform, edtech can definitely pave the way for improvement in the classroom setting. However, schools must identify their own needs and perform extensive research to find the right tools that have already been tested and proven. This is no easy task, but the end results are ultimately worth it.

 

 

7 Gamification Strategies for Corporate Training

When you think of corporate training, the term “fun” probably doesn’t come to mind. But with gamification, even the most mundane learning experience becomes more engaging.

And the benefits don’t stop there. Gamifying corporate training:

  • Motivates employees with recognition and rewards
  • Stimulates collaboration
  • Makes important information more memorable
  • Provides a way to measure progress toward learning objectives

In most cases, companies gamify training using custom built learning games, which can be expensive. You can also use free tools like Kahoot, which allows you to create competition-based assessments.

However you decide to gamify your corporate training, follow these seven strategies to ensure you do so effectively!

Establish specific learning outcomes.

Gamification is fun, but it shouldn’t only be fun. You also need to consider exactly what you’re trying to achieve. Ask yourself questions like:

  • What do I want my employees to learn?
  • How will gamification enhance their learning?
  • How will I know that my employees have achieved mastery?

Knowing your goals and how you’ll measure them ensures that your participants aren’t just having fun—they’re also learning.

Design reward systems related to the real world.

Once your learners have mastered the desired content, you want this knowledge to translate into job performance.

One way to aid this translation is to implement in-game reward systems that are tangible, recognizable, and relatable. For instance, your training might involve participants selling a certain amount of products/services in order to win points.

Even better, the points your participants earn in the game might represent the amount of commission they would receive for these sales in real life. This cements the idea that the knowledge your participants are learning translates to real revenue for the company, plus dollars in their pockets.

Make gamification social.

Collaboration is one of the greatest benefits of gamification, so be sure to take advantage!

Make the experience as social as possible for your learners, whether this means forming teams, competing, displaying and discussing the leaderboard, etc. Some companies even integrate existing social media, like Facebook, into the game.

Harness the power of gamification to help your employees collaborate, enjoy a sense of camaraderie, and build relationships.

Make gamification challenging.

Ensure that your gamification is challenging enough to push your learners to the next level. Training that’s too easy will be ineffective and dull.

A challenging game is not only more effective, but it’s also more engaging.

Gamify induction and onboarding.

Induction and onboarding is notoriously boring, so this is one type of training you may want to gamify. Many companies now have new employees create a virtual identity and complete missions, each related to some element of induction and onboarding training.

You may even incorporate a dashboard with progress, achievements, a leaderboard, and so on.

Gamify skills training.

You can take a similar approach to gamifying skills training. Learners face virtual challenges, receive learning support, and gain badges or points at each level.

Of course, creating these custom built games is pricey. If you want to save money, you can also apply game mechanics to non-game activities. For instance, your learners can earn “XP” or “points” for completing certain tasks or mastering specific skills. You can have an in-office leaderboard to track progress and add a competitive aspect.

Gamify instructor led training (ILT).

The easiest way to gamify ILT is through gamified assessments, such as Kahoot! Kahoot! allows you to create your own quiz based on the key information that you want your learners to know.

Questions are displayed for a set amount of time (such as 20 seconds) while participants answer on their own devices. Points are awarded for both accuracy and speed, and a leaderboard is displayed after each question.

This basic service is free, but you can also upgrade to Kahoot! Pro, a new tool developed specifically for businesses.

Final Thought

If you want to make your next corporate training more engaging, motivational, collaborative, and memorable, try implementing the gamification strategies described here.

You’ll still reach your learning outcomes, but you’ll have much more fun in the process!

Gamification and the Blended Classroom

In a blended classroom, content is delivered using both traditional methods and online learning. Students have some degree of control over pace, path, and time.

This method fits perfectly with gamification: integrating game mechanics into non-game contexts. Game mechanics include points, rules, objectives, levels, and so on.

Benefits of Gamification in the Blended Classroom

Why are gamification and the blended classroom a match made in heaven? Let’s explore some of the benefits!

Motivation

Gamification gives students a goal to work toward, whether it’s winning a spot on the leaderboard, leveling up, or earning points and badges.

Done effectively, these rewards should also be tied to concrete learning objectives. This way, students are motivated to learn content, sometimes even independently and outside of school.

Customization

Most gamification tools allow students to move at their own pace, typically based on mastery. If a student quickly masters a level, he or she can quickly move on. However, a student who struggles may need to spend more time on the level before advancing to the next topic.

Assessment

Assessment is built into the majority of gamification tools. Usually, you can see data on your students’ progress as they move through the various missions or levels.

If a learner consistently fails a level or isn’t earning points and badges at the expected rate, you know that he or she may need some extra attention.

And thanks to the game-based reward system, your students can easily self-assess their progress as well. Gamification promotes independence and flexibility, qualities that are also prioritized in a blended classroom.

Gamification Tools for the Blended Classroom

Typically, gamification works best in a blended classroom when it involves independent, self-paced play. Some edtech tools that meet this requirement include:

Classcraft– In this fantasy-based game, students play as healers, mages, or warriors. After forming teams, they earn or lose points based on classroom performance and behavior. You can also have students “fight battles” against your existing questions.

Play Brighter– Students complete missions by answering questions correctly. You can input your own questions or choose from a bank of over 2,000. Students earn currency that can be used to customize their in-game avatars.

Minecraft: Education Edition– In a game world related to your content, students collaborate on projects, interact, and share portfolios. Although you can build your own world, there are pre-built worlds available with related lessons.

Of course, if these tools seem too complex, you can simply gamify your classroom using game-based terminology. This includes terms such as points, XP, and levels. You may wish to refer to assignments and activities as “missions” and award digital badges when your students “unlock” certain achievements.

Final Thoughts

Integrating gamification into your blended classroom helps students take ownership of their learning, increases student motivation, and provides measurable evidence of mastery.

Plus, your students will have fun and “buy in” to the content you’re teaching. After all, they have to meet your learning goals in order to earn badges or climb that leaderboard.