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.

From digital carnival tickets to gamification on a revamped app, the Houston Livestock Show and Rodeo is prepared for its 2020 season with new technologies. Photo courtesy of Rodeo Houston

Houston rodeo prepares for 2020 season with new technology on the grounds

rodeo ready

When the 2018 Houston Livestock Show and Rodeo opened the gates to its first show of the season with headliner Garth Brooks, the nearly 90-year-old organization had just switched to digital ticketing. Around the time to enter the stadium, the BHP Billiton entrance, which welcomes in 51 percent of rodeo goers each night, was backed up with impatient rodeo fans.

For whatever reason, the roll out of the technology didn't go as planned, says Joel Cowley, CEO of the rodeo. But, after some damage control, the rodeo made some adjustments to the gate and ensured that those inefficient lines never happened again.

It was a lesson to learn for the rodeo, which isn't shying away from any other technology upgrades that will benefit rodeo goers and the organizations staff and volunteers.

"Anytime you do something new, you have to be on guard," Cowley tells InnovationMap. "You have to make sure you are stacked up on capacity — whether that be personnel, scanners, server capacity — because if you're not, it could create a situation from that."

A few months ago, the rodeo announced a slew of c-suite changes to its team following a reorganization led by McKinsey & Co. Among the changes was changing Andy Sloan's responsibilities from chief information officer to chief technology officer.

"As part of that reorganization, there was some focus on improving the technology that we utilize — and that's everything from our customer management system to what the consumer sees," Cowley says. "Andy is a great resource when we're trying to integrate those things."

The study prompted big ideas for new tech-driven initiatives for the rodeo, like a wristband that acts as your ticket but is also synced to your credit card for all purchases on rodeo grounds. But while that's an initiative for the future, 2020 rodeo attendees can expect to see new technologies this season.

Digital carnival packs

This year, the rodeo's carnival has began selling digital carnival ticket packs in an effort to transform the carnival experience to 100 percent digital. To prepare for this transition, the carnival volunteers have received extensive training — especially on how to communicate the process during the sales encounter.

Cowley says he expects to receive some negativity from longtime carnival ticket buyers, but also knows many people will appreciate the upgrade.

"The convenience for the users once they get used to it is going to be really great," Cowley says.

Gamification

Around two years ago, the rodeo conducted a study to understand its market. The study found that there are seven types of consumers for the rodeo. Cowley says they learned that there was a particular consumer type that they realized the rodeo could improve on attracting.

One of the ideas to attract this segment within the market was gamification. Cowley explains that according to the rodeo's survey data, rodeo goers' primary reason for attending is the show is the musical performer. The data also shows that when they get here, they enjoy their overall experience — not just the concert, Cowley says.

"Gamification is something that we are adding this year to engage the younger tech-savvy segment to give them something to do on the grounds," Cowley says.

The new tool, which is available on the rodeo's app, prompts users to check in around the grounds and complete tasks to earn buckles that can be redeemed for prizes.

"We think the more they see of the grounds, the better chance we have of making them lifelong fans," Cowley says.

There's also a new lounge called the Social Spur just north of the stadium where visitors can charge their devices and learn more about the app and the game.

Updated app

When it came to exploring gamification, Cowley says the rodeo looked into its app developer's capacity, as well as other app development companies. This process resulted in a new app provider and an overhaul of the rodeo's mobile app. The app, which syncs to the user's Facebook, is run by Canada-based Greencopper.

"It has been completely rebuilt from the ground up," Coweley says. "I think appearance-wise and functionality-wise — even though there was nothing wrong with the last one — this one is better."

Over the years, the rodeo's app has become more and more key in the rodeo experience. Users can find maps, buy tickets, view schedule information, and even receive up-to-date parking information.

Cowley says connectivity hasn't been a huge issue for the rodeo, but this year they've extended their WiFi service within NRG Stadium to cover just outside the gates so that users with digital tickets on the app can have that access.

In-seat food ordering

Also new for rodeo attendees is sEATz, a Houston-based startup that has developed an app that allows sporting event or concert attendees to order food to their seats. The app — through its partnership with the rodeo's food and beverage provider, Aramark —will be servicing the 100-level seats.

"It's really great to be able to be a part of the rodeo as far as a provider to help enhance that experience in the stadium," says Aaron Knape, CEO and co-founder of sEATz. "It goes back to our model of we want to serve a venue and the fans in that venue — not necessarily a specific sport or concert."

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Rice University partners with astronaut foundation to offer new STEM scholarship

space scholars

Rice University has partnered with The Astronaut Scholarship Foundation (ASF) to offer a new scholarship opportunity for junior or senior STEM majors, beginning this spring.

The prestigious Astronaut Scholarship includes up to $15,000, mentorship, networking and a paid trip to the ASF Innovators Symposium and Gala. The scholarship is funded by the James A. Lovell Jr. Family Endowment, in honor of the late American astronaut and founder of the ASF.

“This scholarship opportunity represents an exciting new avenue for Rice STEM students to synthesize their experiences in courses and research and their commitment to advancing the public good as leaders in their field,” Danika Brown, executive director for the Center for Civic Leadership at Rice, said in a news release. “We are so grateful to the Lovell family and to the foundation for investing in Rice students, and we are confident that the foundation will be impressed with our nominees and that selected students will have a life-changing experience as astronaut scholars.”

The Rice Space Institute and the Center for Civic Learning recently hosted the ASF at the Ralph S. O’Connor Building for Engineering and Science.

At the ASF event, Jeff Lovell—son of James Lovell, who commanded Apollo 13 and flew on Apollo 8—announced the scholarship aimed at Rice STEM students. Charlie Duke, who served as spacecraft communicator for the Apollo 11 Moon landing and as the lunar module pilot for Apollo 16, also spoke at the event.

The ASF awarded 74 scholarships to students from 51 universities across the U.S. last May.

The ASF awarded its first seven $1,000 scholarships in 1986 to pay tribute to the Mercury 7 astronauts. It has since awarded more than $10 million to more than 850 college students.

So far, only students from Texas A&M University and the University of Texas at Austin have received the scholarship in Texas.

Houston hospital first in U.S. to use new system for minimally invasive surgery

sharper images

Houston’s Baylor St. Luke’s Medical Center has introduced an innovative new surgical imaging system that will allow surgeons to increase the number of minimally invasive procedures as well as reposition on the fly during operations.

Minimally invasive surgery has been shown across the board to improve patient outcomes with less chance of infection and shorter recovery times compared to traditional open surgery. However, the human body is not exactly easy to work on through small incisions, necessitating the development of state-of-the-art cameras and imaging technology to guide surgeons.

Enter GE HealthCare’s Allia Moveo, now a part of the Baylor St. Luke’s Medical Center operating room. Using cutting-edge technology, it uses the same high-definition imaging usually seen in the catheterization lab at speeds fast enough to respond to shifting surgical conditions. Its cable-free setup allows surgeons to switch positions much faster, and it features advanced 3D imaging that compensates for breathing motion and interference from metal implants.

Its design supports a range of cardiovascular, vascular, non-vascular, interventional and surgical procedures, according to CommonSpirit Health, a nonprofit Catholic health network, of which Baylor St. Luke's is a member.

“This innovative platform enhances how our clinicians navigate complex minimally invasive procedures by improving mobility, image clarity, and workflow efficiency. It strengthens our ability to deliver precise, patient-centered care while supporting our teams with technology designed for the evolving demands of modern interventional medicine,” Dr. Brad Lembcke, president of Baylor St. Luke’s Medical Center, said in a news release from Baylor and the Texas Heart Institute.

Baylor St. Luke’s is the first hospital in the U.S. to use the Allia Moveo technology. The definition and responsiveness of the new system allow surgeons to navigate the body with greater accuracy and smaller incisions, even for very delicate operations.

“Allia Moveo gives us the flexibility and image quality needed to manage increasingly complex minimally invasive procedures with greater confidence,” Dr. Gustavo Oderich, vascular surgeon and professor of surgery at Baylor College of Medicine, added in the release. “The ability to quickly reposition the system, obtain high-quality 3D imaging, and integrate advanced guidance tools directly into the workflow enhances procedural accuracy. This technology supports our mission to push the boundaries of what is possible in endovascular and interventional surgery.”

Houston clocks in as one of the hardest working cities in America

Ranking It

Houston and its residents are proving their tenacity as some of the hardest working Americans in 2026, so says a new study.

WalletHub's annual "Hardest-Working Cities in America (2026)" report ranked Houston the 37th most hardworking city nationwide. H-town last appeared as the 28th most industrious American city in 2025, but it still remains among the top 50.

The personal finance website evaluated 116 U.S. cities based on 11 key indicators across "direct" and "indirect" work factors, such as an individual's average workweek hours, average commute times, employment rates, and more.

The U.S. cities that comprised the top five include Cheyenne, Wyoming (No. 1); Anchorage, Alaska (No. 2); Washington, D.C. (No. 2); Sioux Falls, South Dakota (No. 4); and Irving, Texas (No. 5). Dallas and Austin also earned a spot among the top 10, landing as No. 7 and No. 10, respectively.

Based on the report's findings, Houston has the No. 31-best "direct work factors" ranking in the nation, which analyzed residents' average workweek hours, employment rates, the share of households where no adults work, the share of workers leaving vacation time unused, the share of "engaged" workers, and the rate of "idle youth" (residents aged 16-24 that are not in school nor have a job).

However, Houston lagged behind in the "indirect work factors" ranking, landing at No. 77 out of all 116 cities in the report. "Indirect" work factors that were considered include residents' average commute times, the share of workers with multiple jobs, the share of residents who participate in local groups or organizations, annual volunteer hours, and residents' average leisure time spent per day.

Based on data from The Organisation for Economic Co-operation and Development (OECD), WalletHub said the average American employee works hundreds of more hours than workers residing in "several other industrialized nations."

"The typical American puts in 1,796 hours per year – 179 more than in Japan, 284 more than in the U.K., and 465 more than in Germany," the report's author wrote. "In recent years, the rise of remote work has, in some cases, extended work hours even further."

WalletHub also tracked the nation's lowest and highest employment rates based on the largest city in each state from 2009 to 2024.

ranking

Source: WalletHub

Other Texas cities that earned spots on the list include Fort Worth (No. 13), Corpus Christi (No. 14), Arlington (No. 15), Plano (No. 17), Laredo (No. 22), Garland (No. 24), El Paso (No. 43), Lubbock (No. 46), and San Antonio (No. 61).

Data for this study was sourced from the U.S. Census Bureau, Bureau of Labor Statistics, U.S. Travel Association, Gallup, Social Science Research Council, and the Corporation for National & Community Service as of January 29, 2026.

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This article originally appeared on CultureMap.com.