21st Century Teaching & Learning Resources


TrueConf Server Shows Up to 25 Participants in Video Conferences

videoconferencing application from a Russian company now allows up to 25 people to appear on screen during group sessions.

LiteManager Adds Screen Sharing, Support for Linux, Mac OS

LiteManager has updated its remote support and classroom management tool, also dubbed LiteManager, to include screen sharing and support for Mac OS and Linux.

App Adds Videoconferencing to iOS Devices

A company that enables schools to collaborate online through virtual meetings has introduced a new mobile app that lets users connect through their iOS-powered devices.

The 4 Cs of Tech Implementation

An instructional technologist talks about how implementation technology can help improve students' critical thinking, creativity, communication and collaboration.

Canvas Adds AspirEDU Retention Tools

AspirEDU and Instructure have partnered to integrate the former's student retention analytics tools with the latter's Canvas learning management system for joint customers.

MyON Adds Cricket Media to Personal Literacy Platform

Cricket Media has partnered with myON to make its children's books and magazines available through myON's personal literacy environment.

IPEVO Launches $169 Wireless Whiteboard System

The IW2 wireless interactive whiteboard system has just three components: a pen, wireless receiver and sensor cam.

Netop Launches Third Upgrade of Vision ME iPad App

With its third upgrade since introducing the Vision ME iPad classroom workflow app last October, Netop is now offering teachers an improved student enrollment process and both teachers and students the ability to use more file formats.

Denver Will Expand its Use of Expeditionary Learning's Open Source Curriculum

The 90,000-student district will adopt EL’s English language arts curriculum in grades four through eight in the 2015-2016 school year.

Startup Markets DIY STEM Projects for Kids

A new startup is providing easy-to-make electronics kits designed to help children between the ages of 5 and 12 make things and, in the process, expand their STEAM (science, technology, engineering, art and math) skills.

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