Where to be

Updated: 10 can't-miss innovation events for January

From enlightening talks to anniversary celebrations, here's where you need to be in January. Getty Images

Houston's innovation community is starting 2019 strong with plenty of business professional events.

If you know of innovation-focused events for February, email me at natalie@innovationmap.com with the details.

1. How to Start a Startup with Roberto Moctezuma, founder & CEO of Fractal River

Thinking 2019 is the year you finally turn your business idea into a startup? Station Houston wants to help. It's free to attend this discussion lead by Roberto Moctezuma, the founder and CEO of Houston-based Fractal River, an advisory firm. The talk will focus on identifying problems, determining market needs, learning important metrics, and more.

The event is from 6 to 7 pm on Tuesday, January 8, at Station Houston (1301 Fannin St., Suite 2440).

Learn more here.

2. January U.S. Oil & Gas Blockchain Forum Luncheon

For the first event of the year, the U.S. Oil & Gas Blockchain Forum is focusing on how blockchain can help the energy industry. Guest speakers are Andrew Bruce, CEO and founder of Houston-based Data Gumbo, and Rebecca Hofmann, blockchain strategist at Equinor.

The luncheon is from 11:30 am to 1:30 pm on Tuesday, January 15, at the Equinor Auditorium (2107 CityWest Blvd). Tickets to attend are $50.

Learn more here.

3. Salesforce Essentials Workshop: Houston

Attention small business owners: Salesforce has a workshop designed for you. Learn about the platform and how it can help your business strategy over lunch.

The workshop isn Tuesday, January 15, from noon to 2 p.m. at The Cannon (1336 Brittmoore Road) and is free to attend.

Learn more here.

4. Society of Petroleum Engineers Women-in-Energy Congress

Energy industry ladies take center stage of a full-day event focused on women in oil and gas. Susan Dio, chairman and president of BP America, will deliver the keynote address before the rest of the day's panels and presentations begin.

This event is January 18, from 8 a.m. to 3:30 p.m., at the Houston Community College West Houston Institute (2811 Hayes Road).

Learn more here.

5. Houston Startup Demo Day

Three Houston startups will present their product and business plan at The Station's monthly demo day. The companies and judges are still being determined, but the event details are finalized.

Hear the pitches on Wednesday, January 23, from 6 to 8 p.m., at Station Houston (1301 Fannin Street, Suite 2440). The event is free to attend.

Learn more here.

6. NRLC Workshop: Pitching Part 2: The Physical Pitch with Beth O'Sullivan

If you thought you were pitch perfect, think again. Beth O'Sullivan, a management senior lecturer at Rice University's Jones Graduate School of Business, is giving a free lecture on the art of pitching your company. The Liu Idea Lab for Innovation and Entrepreneurship is offering the event.

The lecture will be from 4 to 5:30 pm on Wednesday, January 23, at the Liu Idea Lab for Innovation and Entrepreneurship (6100 Main Street Cambridge Office Building, Suite 130).

Learn more here.

7. Women Entrepreneurs Pitch Party at The Cannon

Calling all angel investors — The Cannon Ventures would like to introduce you to a few female entrepreneurs this month. InnovationMap is a media partner for the event, and the goal is to generate connections between the entrepreneurs and potential investors.

The event takes place on Thursday, January 24, from 6:30 to 9 p.m. at The Cannon (1336 Brittmoore Road).

If you're an interested investor and would like to attend, email Jake Askew at jaskew@cannonventureshouston.com.

8. Oil & Gas Happy Hour Hosted by OGGN + The Cannon

Grab a beer and some bites at Oil & Gas Global Network's monthly happy hour — this time in collaboration with Houston-based The Cannon.

Join oil and gas professionals at The Cannon (1336 Brittmoore Road) on Tuesday, January 29, from 6 to 9 p.m. Tickets are $10 for this happy hour event, and proceeds go to Redeemed Ministries, a local charity to help human trafficking victims.

Learn more here.

9. Station Houston 3.0 and Launch Party

As Station Houston officially becomes a nonprofit on January 1, and, in preparation for its move to the Midtown Innovation District, the organization is revealing Station Houston 3.0 to start 2019 with. The free event is Wednesday, January 30, from 6 to 8 pm at Station Houston (1301 Fannin St., Suite 2440).

Guests can mingle until the short program and announcement, which is followed by light bites. Station will also be showing off Houston's first VR Lab and its new space.

Learn more here.

10. Inaugural meeting of the Houston Industrial Digital Transformation & IoT Meetup

Calling all digital and tech innovation leaders in oil and gas or utilities — there's a new group for you to join. The Houston Industrial Digital Transformation and IoT Meetup formed to bring leaders of industrial innovation together for collaboration and so that they can learn from each other's digital transformations.

The inaugural meetup is from 6 to 8 pm on Wednesday, January 30, at ChaiOne HQ (9 Greenway Plaza, Suite 850). It's free to attend.

Learn more here.

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Gamified activities incentivize students to work harder to achieve goals and catch up in the subjects they were falling behind in. Photo via Getty Images

The COVID-19 pandemic has presented difficulty for teachers. Students adjusting from in-person to remote back to in-person learning have struggled immensely.

Research demonstrates that during the COVID-19 pandemic, high school students lost on average “the equivalent of 3.4 months of instruction in reading, 3.3 months in math, 3.1 months in science, and 2.3 months in English” — even through remote learning.

This learning gap, or COVID slide, as it is more commonly referred to, needs to be addressed. Already, we are seeing the consequences of this learning loss. According to data from the ACT, the standardized college entrance exam taken by high school juniors and seniors, the “average high school junior who took the college entrance exam in spring 2021 fell from the 50th to 46th percentile.”

Even as in-person instruction resumes again, test scores continue to stagnate and fall. The question remains: how do we recoup this learning loss caused by COVID-19?

What is ed tech?

Education technology, or edtech, refers to the practice of using educational hardware and software to enhance teaching in the classroom. Edtech can make learning more accessible and fun for students. With the rise in learning gaps in the classrooms, edtech can solve this growing issue.

While edtech has taken over the field of education quite rapidly due to the onset of COVID-19, there are certain aspects of educational technology that are still unexplored by many. Virtual reality, augmented reality, and machine learning have become more prominent in the field. Learning becomes much more exciting when the idea of games is added to it.

The concept that students end up learning more while having fun has been given a new name: gamification in education. Game-based elements are integrated with learning to enhance students’ knowledge and information. Technology has broken down various barriers to becoming an integral part of our day-to-day lives and changing how we live. However, despite becoming a part of education, there is limited research as to how gamification affects students.

Benefits of gamification in education

Do you remember that feeling back in school when you received a gold star on your worksheet? Or the time when your name went up on the classroom wall of fame? That feeling of being excited and even proud of our achievement is what we need to harness in order to make our students excited about their learning. By providing badging and credentialing in their day-to-day learning, we can provide gamification aspects of that classroom wall of fame!

Even though it is evident that students are significantly more enthusiastic when gamification in education is involved, there are certain behavioral changes caused by gamification that are also observed by various studies.

A study shows that gamification has a positive yet moderate effect on students. However, it tends to have a greater impact on school students than college students. Nonetheless, this cannot be generalized to all students since many character traits differ across students resulting in various outcomes.

According to Science Direct, students who experienced challenge-based gamification faced an increase in their performance levels by 89.45 percent as compared to those who only received lectures. This study once again proves that gamification piques the interest of students in their education and leads them to do better.

This point is further supported by Intuition which found that 67 percent of students found gamified learning to be more engaging and encouraging as compared to traditional learning courses.

The learning environment created with the availability of gamification seems promising to the extent that students are capable of achieving more and absorbing more as compared to traditional learning methods. E-learning has made different channels of education accessible to students who seem more eager to learn in a virtual social network. This behavior gives room to healthy competition among students who then wish to perform better than others.

​Incorporating gamification in education

There isn’t a set standard of gamified learning involved and depending on the lesson, different features of gamification can be used to make education fun and unique for all. Some useful ways of incorporating gamification within the classroom include:

  • Creating avatars. Allowing students to have personalized experiences and developing their skill sets in a competitive environment with their classmates prepares them for practical life.
  • Awarding badges. Rather than receiving grades, students can be awarded online badges that mark their progress in class.
  • Knowledge checks. Testing subject skills through quizzes and leaderboards increases the performance levels of students while strengthening their concepts within the class.

The addition of simple gamification in education makes the learning process unique to each teacher or classroom while enhancing the competitiveness of students to perform better and achieve more.

Considering that children have faced a detrimental setback in their education, we need to get their attention back on track. COVID-19 has made students heavily reliant on their tablets and smartphones which makes using gamification a good technique to get them to engage with their academics once again. These conceptual gamified activities incentivize students to work harder to achieve goals and catch up in the subjects they were lacking behind in. It is time that we try these engaging activities and unique methods to boost student engagement and provide an avenue for them to get excited about their education.

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Ghazal Qureshi is the founder and CEO of UpBrainery, a Houston-based immersive educational technology platform that taps into neuroscience research-based programs to provide adaptive learning and individualized pathways for students at home or in the classroom.

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