Fitbit, Apple Watch, MyFitnessPal - what do these popular fitness platforms have in common? They provide instant feedback, are simple to use, and contain a gamification component. This workshop covers how to successfully motivate and engage students in your classroom through active learning using these features that have turned the fitness device industry into a booming market. We will demonstrate resources, such as Math Mazes, Desmos Activity Builder, and Blind Kahoot! that are readily available to start using in your classroom as well as tips and tricks for maximum success.
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