Most of us in the northern hemisphere have had enough slush this year, but Slush may be another story. Slush is a worldwide series of technology conferences where 20,000 technologists, executives, and entrepreneurs share their knowledge on how to make their marks on the world. Last year at Slush, I wrote about what I learned about artificial intelligence, human enhancement engineering, and blockchain.
This year, I got to meet quite a few innovative EdTech companies at Slush 2018 in Helsinki. Not all these products are available in the US yet, but all have plans to expand.
Big Ear Games is about to release an app that teaches music theory, computational thinking, and coding through fun activities and puzzles that involve rhythm, melody, and harmony.
Creaza is an app that allows teachers and students to create digital cartoons with videos, text, bckgrounds, characters, props, images, narration, and music.
Oppi AI uses artificial intelligence to create learning exercises out of any text. Teachers feed in reading passages, and Oppi creates puzzles, questions, and activities around the text to improve comprehension and memory.
Cloudwise is a platform for helping teachers and schools manage student activities on Chromebooks. Teachers can control students’ machines, assign student activities, and follow student progress. The company is currently in 1,000 schools in the Netherlands with plans to expand.
Freeed is a worldwide community of teachers to share techniques and lessons and to develop professionally.
Shapes 3D has two apps that allow students manipulate 3 dimensional shapes on their mobile devices to learn the principals of solid geometry as early as 2nd and 3rd grade.
iSmart is a free reading app designed to declutter decoding for those with dyslexia.
Mightifier is a social emotional learning application used to build a positive school culture. It assesses students and then offers activities to build character strengths. It has been recognized by the United Nations.
Seppo is a platform for creating outdoor quests and games around any topic. Seppo uses experiential learning to get players to move, which also makes the brain work better.
Kuwala is a game that teaches peaceful methods of conflict resolution. Students embark on a hero’s journey, and as they confront violent and potentially violent situations they reflect through interacting with a Psychologist.
One plug. Please check out our last two Edchat Interactives of the year:
- What do you do when you students don’t get it? On Thursday, December 13
- A brief history of the future of education on Wednesday, December 19.