Active Learning Spaces Think Active Learning

Support instruction through carefully crafted active learning environments that provide seamless organization and purposeful technology.

Technology proficiency ranks the complexity level for teachers as they implement the product into their instruction.

Active Learning Spaces for K–12 Classrooms

Reviewed by Teq's STEM & Instructional Technology Curriculum Specialists (OTIS for educators)

What is an Active Learning Space? An active learning space is a flexible K–12 classroom, gymnasium, library, or STEM lab designed to combine physical movement, collaborative modular furniture, and interactive technology to boost student engagement, memory retention, and social-emotional learning. Rather than keeping students in static rows, active learning environments use motion-tracking projection systems, programmable floor buttons, mobile device storage, and reconfigurable seating so educators can seamlessly transition between direct instruction, small-group Project-Based Learning (PBL), and whole-class kinesthetic games.

Active Floor

What is Active Floor? Active Floor is an interactive floor and wall projection system—available as a ceiling-mounted box with a white vinyl floor, a plug-and-play mobile unit, or a motion-detecting SportsWall—that tracks student movement to turn physical play into standards-aligned learning. Its cloud-based software features a library of pre-built educational games and customizable activity templates across dozens of subjects, themes, and age levels to support memory retention, motor development, and collaboration.

Recommended Grade Bands: Grades K–2, 3–5, and 6–8 (Ease of Use: Easy Proficiency)

Classroom Project Example: Students work in teams to solve rapid-fire math equations, vocabulary matching, or geography quizzes by stepping and jumping on the projected answers on the classroom floor, reinforcing lesson recall through kinesthetic play.

Copernicus

What is Copernicus? Copernicus provides K–12 classroom storage, mobility, and active-seating solutions—including the Tech Tub2 collection of heat-resistant ABS device charging systems, 3D Printer Carts, iRover2 interactive flat-panel mounts, and the Self-Regulation Classroom Cruiser pedal desk. With modular trolleys, carts, and easels available to stack and store tubs or move equipment from room to room, Copernicus keeps classroom devices protected, charged, and accessible wherever learning takes place.

Recommended Grade Bands: Grades K–2, 3–5, 6–8, and 9–12 (Ease of Use: Easy Proficiency)

Classroom Project Example: Elementary students use the Self-Regulation Classroom Cruiser pedal desk to channel kinesthetic energy while reading or coding, while student tech monitors transport shared tablets between learning stations using modular Tech Tub2 trolleys.

Lü

What is Lü? Lü Interactive Playground is an immersive audiovisual system—available in permanent ceiling-rigged configurations or the portable Möve Mobile unit—that transforms school gymnasiums and multipurpose rooms into interactive learning spaces using a 5,500-lumen projection system, a real-time 3D ball-detection camera, mechanized LED lighting, and a 2,000-watt sound system. Its catalog of educational apps integrates physical education with core academic subjects and social-emotional learning (SEL) for whole-child development.

Recommended Grade Bands: Grades K–2, 3–5, 6–8, and 9–12 (Ease of Use: Easy to Intermediate Proficiency)

Classroom Project Example: During a cross-curricular PE and math session, students throw balls at moving targets projected on the gym wall to solve mental math problems, track team scores in real time, and practice guided mindfulness cooldowns using Lü’s lighting and audio modules.

Modular Furniture

What is Modular Furniture? Teq’s Modular Furniture line provides configurable desks, mobile tables, ergonomic and soft seating, and integrated power-management and storage systems designed for K–12 classrooms, makerspaces, libraries, commons, and STEM labs. These agile furnishings allow educators to rapidly arrange and rearrange their physical space to support direct instruction, small-group collaboration, or independent study.

Recommended Grade Bands: Grades K–2, 3–5, 6–8, and 9–12 (Ease of Use: Easy Proficiency)

Classroom Project Example: Students reconfigure mobile tables and freestanding soft seating into collaborative pods to research, construct, test, and redesign prototypes during an engineering-design iBlock project.

Unruly Splats

What is Unruly Splats? Unruly Splats are durable, programmable floor buttons that connect via Bluetooth to classroom tablets or Chromebooks to light up, play sounds, run timers, and track points when stepped on. Paired with the standards-aligned Splats for Math and Unruly Code curricula, they combine block-based coding with physical movement to transform classrooms into active, collaborative learning spaces.

Recommended Grade Bands: Grades K–2, 3–5, and 6–8 (Ease of Use: Easy to Intermediate)

Classroom Project Example: Students use block-based code to program custom scoring rules and countdown timers for whole-class movement games like Four Corners, Relay Race, or Whack-A-Mole, supported by the OTIS course What If Play Was the Curriculum? The Case for Movement-Based Learning.

Unruly Splats