Features


How One New York City Principal Manages Smartphones in Class

Nancy Amling, the founding principal of Hudson High School of Learning Technologies, talks about what will and won’t change at her school now that the New York City Department of Education has lifted its ban on smartphones on campus.

K-12 Digital Curriculum Growing; Print Shrinking

Curriculum publishers in K-12 have been shifting their product development to digital and away from print, according to new research.

ESEA Loophole Costing Title I Schools $1,200 per Student

What could $668,900 buy? That's the amount on average not received by Title I schools owing to a "comparability loophole" in funding that some education experts would like to close in the upcoming ESEA reauthorization process.

Network Speed: How Fast is Fast Enough?

Three years ago, SETDA published capacity targets for both external and internal connections. Have districts gotten up to speed?

7 Best Test-Prep Apps for Students

Common Sense Media’s service Graphite, which offers independent ratings and reviews of learning apps and websites, has compiled this list of the best apps to help students prepare for standardized tests.

What Tech Skills Do Students Really Need to Take PARCC Assessments?

In the 2014-2015 school year, nearly 12 million K-12 students in public districts will take college readiness assessments online for the first time. In order for them to perform successfully, it is vital that both students and teachers have the technology skills that the new tests require.

What the New E-Rate Application, Funding and Deadlines Mean to You

An FCC adviser explains what districts should expect from a modernized application process and updated funding priorities.

Beyond Programming: The Power of Making Games

Art and creative expression have an interesting way of weaving in and out of classrooms, offering students the opportunity to explore their own ideas and minds. Video games are no different, and while most of the discussion about their use in classrooms centers on play, the benefits of designing games in the classroom can extend far beyond entertainment and even programming.

A Class Full of Geniuses

For many districts, having students do tech support as part of their classwork has helped create a culture of trust and innovation.

9 IT Best Practices for BYOD Districts

Districts with successful bring your own device programs share their key strategies for rolling out and managing student-owned devices in school.

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