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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Spring cohort announced for Houston tech company's startup accelerator

ready to grow

A Houston tech company has announced the latest cohort of its accelerator program, bringing the total number of startups supported by the company to 63.

Softeq Development Corp., a technology services development company, named 14 new startups joining its three-month spring Softeq Venture Studio cohort.

“We are so proud of the success we have had with the Softeq Venture Studio, helping to support and secure funding for 63 startups to date through the Softeq Venture Fund," says Christopher A. Howard, founder and CEO of Softeq. "With 23 of 89 founders coming from outside of the U.S., we demonstrate Houston’s growing influence as a startup hub where entrepreneurs can find a welcoming innovation community, a strong talent base, and world-class research facilities."

The spring 2023 cohort for Softeq includes:

  • Houston-based AIM7, data intelligence platform that unlocks wearable and mHealth data to provide customized and predictive wellness solutions.
  • Avendly, based in Providence, Rhode Island, makes robotic automation for restaurants to help, not supplant humans. Its first of many products is Mixibot, an integrated back-bar cocktail vending system.
  • Founded in Austin, ClioVis, is meeting today’s content-creator students where they are and how they learn. The company provides unique experiential learning tools designed for today’s content-creator students who learn by doing, not lectures.
  • Based in Tel Aviv, Israel, Flometrica, is a digital health solution featuring "use anywhere" devices to remotely monitor and diagnose various urinary tract problems through analysis of different urine parameters.
  • Gophr, from Lake Charles, Louisiana, is a technology-driven logistics company that provides tailored and efficient delivery solutions for various industries, individuals, and businesses of all sizes.
  • Chicago-based KarChing puts cash in teens’ hands for safe driving. The only app built for parents, teens, and insurance companies that rewards drivers for phone- and distraction-free behavior behind the wheel.
  • Houston-founded Meander collects travel customer satisfaction micro-surveys as people go about their trips. The research platform rewards travelers for sharing their pics, videos, and insights.
  • MEedia, based in Sacramento, California, puts a professional press conference event in your pocket. Individuals can create broadcast-worthy interactive shareable content with just their phone.
  • MeterLeader, from Huntington Beach, California, gamifies saving energy in homes by using real-time utility data and behavioral science. We're like a Fitbit challenge for your home, but instead of steps we measure kWh, therm, and CO2 reductions.
  • Houston-based PayOnDelivery, integrates secure payment with delivery for markets like Craigslist and Facebook. It’s low-hassle, fraud-free buying and selling for peer-to-peer marketplaces.
  • Another Lake Charles business, Picasso Analytics has a platform that can reduce delays and save oil refiners and petrochem owners 10 to 15 percent on multi-million dollar turnaround events by providing a single source of truth integrating the schedule, time entry, and shop status.
  • Sarasota, Florida-based Toivoa develops software-based therapies for people with disabilities who experience mental health disorders. On track for FDA approval, the platform is prescription-based, clinically validated, and delivered on your phone.
  • UpBrainery Technologies, founded in Houston, helps students explore careers through digital experiences. AI guides their interests in career paths and credentials their achievements for employers and colleges.
  • Also from Houston, WellWorth (https://wellworthapp.com/), is a financial modeling SaaS platform that helps upstream oil and gas finance leaders improve their decision-making around raising, managing, and deploying capital.

Softeq Venture Studio launched over a year ago with its inaugural cohort in 2021, and the fund was launched last year. Since launch, Softeq has raised 80 percent of its inaugural $40 million Softeq Venture Fund and made investments in 63 startups. Softeq has also reformatted its accelerator program to include two cohort classes per year, allowing for more time to be spent with the Venture Studio and its cohort startups.

Houston college receives grant to support aerospace technician training

workforce funding

The Texas Workforce Commission granted $332,000 to three Houston-area organizations last month to support aerospace technician training for unemployed and displaced workers, as well as recent high school grads.

The funding will go toward BayTech, Bay Area Houston Economic Partnership and San Jacinto College, and comes out of the TWC's Texas Talent Connection grant. The TWC awarded a similar grant to Lone Star College in January with the goal of supporting "innovative education and workforce skills training programs" for first-generation students in six different industries.

This most recent grant will allow about 50 students to become certified aerospace technicians in electrical, composite, or structural tracts.

After advancing through the program, they'll receive a completion certificate from the San Jacinto College's EDGE Center and will have the opportunity to sit for a nationally recognized certification exam.

According to a release from San Jacinto College, the organizations will also facilitate students' placement directly into the workforce.

"Funding like this grant from the Texas Workforce Commission to further our training offerings reaches far beyond our students to the future of the aerospace industry, Brenda Hellyer, chancellor of San Jacinto College, said in a statement. "A skilled workforce is critical to the success of the Houston Spaceport and the aerospace industries that support it, and we understand our role in providing the next generation of aerospace technicians."

San Jacinto College, which is the official education training partner for the Houston Spaceport at Ellington Airport, launched the EDGE Center in 2020.

The center aims to train future aerospace professionals through its technician programs as well as a general aerospace program and a drone pilot program. To date, about 30 students have earned their credentials .

Houston founder on creating an app for sports connections and having fun

HOUSTON INNOVATORS PODCAST EPISODE 179

Lydia Davies had the idea for an app that would forge friendship and fun — right at the beginning of the world's most isolating time.

She shouted her idea — an app that would allow golfers to connect when traveling or on nice weekends when other friends might not be free — to her husband over the heads of their rambunctious children.

"I started building the app right then and there in this tornado of noise and chaos, and it kind of just became my sanity in that early COVID time because I had something to work on and build," Davies says on this week's episode of the Houston Innovators Podcast.

The idea turned into TeeMates, which launched in 2021 and focused on golf exclusively, and evolved into the TEAMATES App, the current platform that now has a growing selection of sports and activities for users to sync up with others on.

As of this week, users have new features in the app that includes rewards and incentives for users to give feedback to each other on the app. Davies has even hosted events to bring people together in the name of socialization and activity.

"There is so much tension and fear after COVID in just communicating and connecting, and people just seem to feel a bit insecure. I didn't want people to feel that way," she says. "I wanted to create a community where people could just show up and be a part of a group because they are joining in an activity together."

Ultimately, the app — and its evolving features — is all about having fun and creating real human connections, Davies says.

"Activity and fun — adults have to have fun, and not just out at bars drinking," she says. "Sports and activities are fun — competition and learning something new is fun."

Davies shares her journey of entrepreneurship — which has included a pop music career and a real estate business — on the podcast. Listen to the interview below — or wherever you stream your podcasts — and subscribe for weekly episodes.