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3 Ways to Use Pokemon GO in The Classroom
July 29, 2016

Gotta catch em all? Educators from all around the web are offering ideas for incorporating Pokémon GO into the classroom. The game, which debuted in July, has become an instant hit with kids and adults alike. Similar to the rise ofMinecraft, educators have begun to embrace Pokémon GO because of its potential for gamification. Here at Teq, […] Read More


Technology and the Socially Conscious Classroom
March 21, 2016

As educators, we're responsible for helping children learn how to live effectively in the world they will graduate into, and that includes being able to navigate social questions whenever they arise. Because of this, we've put together this list of socially conscious web sources that help teach your students how to not only be good global citizens, but good citizens in general as well. Read More


The Radix Endeavor-A New STEM Experience
October 8, 2015

Developed by MIT and backed by the Bill and Melinda Gates foundation, The Radix Endeavor is "designed to develop an immersive virtual learning experience supporting high school math and biology instruction." Read More


Sudoku in Google Sheets
August 26, 2015

Sudoku for sheets is easy to use and can be an extension activity, “free” time practice, built into instruction, or a daily practice. Whatever the usage, games like Sudoku can help students improve their attention span and enhance their problem solving and memory skills. Read More


Gamification: Conclusion and Resource List (Part 6 of 6)
June 15, 2015

Many of the concepts we've touched on in the last five posts are only part of the discussion. Now it's up to you to take those tools, continue the exploration, and engage your students in new ways. To help, we included one more post to the series. As a guide and a gift to you, we've compiled a number of resources that inspired us while researching this series. Read More


Gamification: Games and Curriculum (Part 5 of 6)
June 8, 2015

A gamified classroom focuses on the repackaging of classroom elements to make them more encouraging to the students--NOT necessarily games. However, many popular games can be repackaged as well, and used in the classroom as a way to introduce content in an engaging way. Read More


SMART Notebook 15 is Here!
April 23, 2015

SMART Notebook 15 is finally here! See all the new features and learn more about this exciting update. Read More


Gamification: Pavlov and Classroom Management (Part 2 of 6)
April 14, 2015

Using certain tools, teachers can re-parse the way they monitor their student's actions to create possibilities rather than punishments. When students are conditioned to associate positive behavior with recognition, praise, or rewards, they will be more inclined towards acting positively, even in situations where it is difficult! Read More


App Smashing!
March 31, 2015

App Smashing allows students to use critical thinking, problem solving, & creativity to find the best technology to demonstrate their understanding. Read More


Gamification: Introduction (Part 1 of 6)
March 25, 2015

‘Gamification’ refers to the use of game design principles when setting up a system like a classroom. It involves thinking about the psychology of motivation, competition, and collaboration. Read More


Early Childhood and Technology: Is there a “Too Young”?
February 12, 2015

ne of the greatest concerns of a rapidly evolving classroom is discerning whether or not something is appropriate to use. Teachers have already been practicing this when choosing content (no teacher is about to give complex algebra to first graders, for example) and in technique (such as a class using jigsaw reading only after all the students have learned to read). As a result, it’s no surprise that technology is coming under the same scrutiny, with many educators now asking the question: When do certain pieces of tech become developmentally appropriate for my kids? Read More


Front Row for Assessment
January 7, 2015

Teachers are often looking for new ways to assess their students’ knowledge of Common Core Learning Standards. Front Row is a web- based platform (and iPad app!) that allows you to motivate students, differentiate practice activities, and receive immediate feedback on student progress in your Common Core Math class. Read More


All About Pinterest
December 16, 2014

See how Pinterest (the social media website that allows users to create ‘boards’, and then pin content to those boards in order to save them) has been taking the education world by storm. Read More


Game-Based Support for Learning
April 3, 2014

Games provide students with an engaging environment while demonstrating their knowledge in specific subjects.  These experiences allow students to solidify their learning while engaging in a task that is fun and competitive. Classroom games provide the perfect combination for student success and engagement while preparing for any review of previous learning. To help you get […] Read More