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.

------

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."

Ad Placement 300x100
Ad Placement 300x600

CultureMap Emails are Awesome

Houston claims 19% of Texas’ new live-work-play growth

by the numbers

In Texas, Houston is a big player in the live-work-play real estate movement.

A new 21-city analysis from coworking marketplace CoworkingCafe shows the Houston area added five live-work-play projects—mixed-use developments with residential, office and recreational components—over the past decade.

From 2016 to 2025, Houston accounted for 19 percent of Texas’ new live-work-play inventory, the analysis shows. Among the new local developments were Arrive Upper Kirby, St. Andrie, and The Laura:

  • Arrive Upper Kirby, which was sold in 2021 for $182 million, offers more than 61,000 square feet of retail and restaurant space adjacent to apartments and offices. The 13-story, 265,000-square-foot project was completed in 2017.
  • St. Andrie, a 32-acre, mixed-use community, was completed in 2019. The apartment-anchored development includes an H-E-B grocery store and 37,000 square feet of office space.
  • The Laura, spanning 110,000 square feet, was completed in 2023. Among the apartment complex’s amenities is a coworking space.

According to Northspyre, a software provider for real estate developers, live-work-play projects enable people to meet their needs, such as housing, workplaces, stores, restaurants, and recreation facilities, in a single place.

A total of 542 live-work-play developments opened between 2016 and 2025 in the 21 cities, with another 69 in the pipeline for 2026, CoworkingCafe says. Among major markets, New York City made up the largest share (119) of new live-work-play developments from 2016 to 2025.

The Houston area’s five projects were built in 2018, 2019, 2020, 2024, and 2025, CoworkingCafe data indicates, with another project scheduled for completion next year. The Greater Houston Partnership recently highlighted four mixed-use projects taking shape in the region, but only one of them is scheduled to be finished in 2027. It can take two to five years or more to complete a mixed-use development.

Of the five Houston developments finished in the past decade, 56 percent of the space went toward multifamily units, 29 percent toward offices, and 16 percent toward retail, CoworkingCafe says.

As noted by the Houston-Galveston Area Council, economic development in the 21st century “is about cultivating quality live-work-play environments that attract, retain, and grow a diverse and skilled population. Employers and businesses are increasingly choosing to make long-term investments in places that connect and engage people to strengthen economic competitiveness and promote innovation.”

With eight completed projects, Austin led construction of live-work-play developments in Texas from 2016 to 2025, according to CoworkingCafe. Dallas, which welcomed five live-work-play developments during that period, tied with Houston. San Antonio data wasn’t available.

Rice Business Plan Competition awards $1.4M to 2026 student teams

winner, winners

Editor's note: This article has been updated to correct the total amount of investment and cash prizes awarded at the RBPC and with additional information from Rice.

Another team from the Great Lakes State took home top honors and investments at this year's Rice Business Plan Competition.

BRCĒ, a material-tech startup from Michigan State University, took home the top-place finish and the largest investment total at the annual Houston event. It has developed Lattice-Grip technology to create utility-based polymers that can replace traditional fabric. The materials are stronger, fire-resistant and more stable than traditional textiles, according to the company. Last year, the University of Michigan's Intero Biosystems won first-place finish and the largest investment total of $902,000.

In total, the RBPC doled out more than $1.4 million in investment and cash prizes, according to Rice. Over the three-day event, held April 9-11, the 42 competing startups presented their business plans to 300 angel, venture capital and corporate investors. Seven finalists were selected.

Three Texas teams, including one from Houston, were named among the finalists. Here's who won big this year, with their investment totals and some of their awards listed below.

BRCĒ, Michigan State University — $611,500

The recent Shark Tank alum finished in first place for its utility-based polymers technology.

  • $200,000 Goose Capital Investment Grand Prize
  • $100,000 The OWL Investment Prize
  • $100,000 Houston Angel Network Investment Prize
  • $75,000 The Indus Entrepreneurs (TiE) Texas Angels Investment Prize
  • $50,000 nCourage Investment Network’s Courageous Women Entrepreneur Investment Prize
  • $25,000 New Climate Ventures Sustainable Investment Prize
  • $20,000 Aramco Innovator Cash Prize
  • $1,000 Anbarci Family Company Showcase Prize
  • $500 Mercury Fund Elevator Pitch Competition Prize – Consumer Hard Tech

Legion Platforms, Arizona State University — $535,500

The startup won second place for its multiplayer gaming platform that can be accessed with slow internet speeds.

  • $100,000 Anderson Family Fund & Finger Interests Second Place Investment Prize
  • $200,000 Goose Capital Investment Prize
  • $100,000 The OWL Investment Prize
  • $25,000 Pearland EDC Spirit of Entrepreneurship Cash Prize
  • $500 Mercury Fund Elevator Pitch Competition Prize – Consumer

Imagine Devices, University of Texas at Austin — $111,000

The pediatric medical device company won third place for its multifunction neonatal feeding tube, known as Trinity Tube

  • $50,000 Anderson Family Fund & Finger Interests Third Place Investment Prize
  • $25,000 Pearland EDC Spirit of Entrepreneurship Cash Prize
  • $25,000 The Eagle Investors Investment Prize
  • $1,000 Anbarci Family Company Showcase Prize

Altaris MedTech, University of Arkansas – $16,000

The startup won fourth place for its pain-free strep test.

  • $5,000 Norton Rose Fulbright Fourth Place Prize
  • $1,000 Mercury Fund Elevator Pitch Competition Prize — Overall Winner

Routora, University of Notre Dame & University of Texas at Austin – $15,500

The team won fifth place for its route optimization app that works to reduce fuel costs, travel time and carbon emissions

  • $5,000 Chevron Fifth Place Prize
  • $500 Mercury Fund Elevator Pitch Competition Prizes — Digital

DialySafe, Rice University — $15,500

The startup won sixth place for its technology that aims to make at-home peritoneal dialysis simpler and safer.

  • $5,000 ExxonMobil Sixth Place Prize
  • $500 Mercury Fund Elevator Pitch Competition Prizes — Life Science

Arrow Analytics, Texas A&M University – $16,000

The startup won seventh place for its AI-powered sizing system for carry-on baggage.

  • $5,000 Shell Ventures Seventh Place Prize
  • $1,000 Anbarci Family Company Showcase Prizes


Other significant prizes included:

BiliRoo, University of Michigan – $26,000

  • $25,000 Southwest National Pediatric Device Consortium Pediatric Device Cash Prize
  • $1,000 Anbarci Family Company Showcase Prizes

BeamFeed, City University of New York – $25,000

  • $25,000 Amentum and WRX Companies Rising Stars Space Technology and Commercial Aerospace Cash Prize

Grapheon, University of Pittsburgh — $20,000

  • $20,000 Aramco Innovator Cash Prize

A total of $75,000 in in-kind legal services was awarded to all finalists. The grand prize winner, BRCĒ, also received a chief financial officer consulting prize worth $40,000. Each competing startup received at least $950 in prizes for placement in the competition.

“The Rice Business Plan Competition has grown into far more than a competition—it’s a proving ground for founders and a catalyst for real company formation, as well as a catalyst for building the Houston entrepreneurial ecosystem,” Brad Burke, associate vice president of Rice Innovation and executive director of Rice Alliance, said in a news release. This year's event was Burke’s final RBPC after nearly 25 years of leadership.

Last year, the Rice Business Plan Competition facilitated over $2 million in investment and cash prizes. According to Rice, more than 910 startups have raised more than $6.9 billion in capital through the competition over the last 25 years.

See a full list of this year's winners and stream rounds from the competition here.

Here's the income it takes to live comfortably in Houston in 2026

Money Talk

2026 report analyzing how much it costs to live "in sustainable comfort" in the biggest U.S. cities has found Houston residents have the 11th lowest salary requirement to live a comfortable life in 2026.

SmartAsset's annual report found single adult residents in Houston need to make $89,981 a year to qualify as "financially stable." Compared to last year, single Houstonians needed to make $83 more to live comfortably in the city.

Families with two working parents and two children need to make a household income of $204,672 to have a financially stable life in Houston, the report found. That's almost $2,000 less than what families needed to make last year.

To determine the rankings, SmartAsset's analysts examined 100 of the largest U.S. cities and used the latest cost of living data – such as the costs for housing, food, transportation, and income taxes where applicable – from the MIT Living Wage Calculator for childless individuals and for two working adults with two children.

For the purpose of the study, the 50/30/20 budgeting strategy was used to determine "comfortable lifestyle" costs for both individuals and families: 50 percent of income to cover needs and living expenses, 30 percent for "wants," and 20 percent for savings or paying down debt.

Here's breakdown of a Houston resident's comfortable lifestyle based on SmartAsset's findings:

  • $44,991 dedicated to needs and living expenses
  • $26,994 dedicated to wants
  • $17,996 dedicated to savings or debt repayment

This is SmartAsset's interpretation of a comfortable lifestyle for families of four:

  • $102,336 dedicated to needs and living expenses
  • $61,402 dedicated to wants
  • $40,934 dedicated to savings or debt repayment
SmartAsset said single individuals and families should compare the fluctuating local cost of living and their long-term goals to fully "understand the context" of their respective household incomes. But it's worth pointing out that a financially stable life in Houston isn't quite attainable for many residents: The city had a median household income of $64,361 in 2024, according to the U.S. Census Bureau.

Comfortable salaries in other Texas cities

Elsewhere in Texas, the report found that families in the Dallas-Fort Worth suburbs Frisco and McKinney "are closest to a comfortable salary."

"In Frisco, the median household earns $145,444 – substantially higher than the national median of $83,730," the report's author wrote. "This figure also accounts for 63.1 percent of the $230,464 income a family of four in Frisco needs to live comfortably. In McKinney, TX, the $124,177 median household income accounts for 53.9 percent of the $230,464 needed."

Both cities also tied with Plano for the 29th highest salary needed nationally to live comfortably in 2026. Single adults living in these cities need to make $109,242 a year to live a financially stable life this year.


On the opposite end, San Antonio has the lowest salaries needed to live comfortably in the U.S. Single adults only need to make $83,242 a year, and $192,608 for families of four.