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Opinion


Communicating to Educators about the Benefits of Mobile Technologies: We Must Help Mobile Cross the Chasm!

In "Crossing the Chasm," the high-tech marketing bible, G. Moore advises that If we want to convince mainstream educators to adopt mobile technologies, we need to (1) stop focusing on the technology per se (screen size, chip version, etc.), and (2) paint pictures of what goes on in the classroom when mobile technologies are used and what the kids will be like after using the mobile technologies. Here’s a crack at painting those pictures.

Science Labs: Virtual Versus Simulated

Over the last decade or so, numerous articles have appeared that conflate the ideas of a virtual science lab and a simulated science lab. For example, the College Board, in its guidelines, says, "A virtual lab is an interactive experience during which students observe and manipulate computer-generated objects, data, or phenomena in order to fulfill the learning objectives of a laboratory experience."

Addressing the Needs of Students with Disabilities in Math (Part 1)

Students can have a range of physical, cognitive, sensory, and learning disabilities that affect their entire lives. Any of these might pose unique academic challenges, particularly when learning mathematics. The good news is that technology is removing barriers for the education of students with disabilities in regular classrooms. Unfortunately, not all software is based on principles of universal design.

Developing Science Concept Mastery on a Budget

With the right tools, students can experience science in a meaningful way, while being challenged and engaged. Erika Fosgreen, accelerated program coordinator at Imagine Rosefield and Imagine Prep Surprise in Arizona, shares her experience doing just that.

Getting Started with Videogame Development

In the first segment in this series, we covered the pedagogy behind student videogame development.  We addressed how learning as doing, collaborative & peer learning, tutoring, ownership, and publication are critical components to game development.  We also addressed benefits of videogame making, including content area knowledge acquisition, students as producers of information, and the potential of game-making for encouraging STEM-related careers for women and minorities. 

The FCC Must Act NOW on Behalf of Our Children!

Let's have another go at the FCC and this time let’s lay out EXACTLY what the FCC needs to do in order to fix the connectivity problem facing K-12 schools in the U.S.

Being Mobile: The Rationale for Our Blog

Today, as the planet moves headlong into the Age of Mobilism, K-12 schools ignore mobile technologies at the school’s peril. But what to do? Our mission in this blog is to provide ideas, visions, strategies, tips, and resources to help schools be mobile savvy and take advantage of the opportunities mobile technologies afford!

Creating Assignments That Work for Digital Learning Environments

Teachers who spend time actually thinking through assignments that align with the learning outcomes of a course are the most effective at assessing the learning that has taken place. Now, however, even the most creative teachers are being stretched like never before in regards to creating assignments that work in technology-rich learning environments. While evaluating learning in the purest sense might never really be possible given the scope of variables, new technologies are making it more achievable than ever before.

What Value-Added Assessments Won't Tell You About Effective Teachers

There's more to being an effective teacher than raising standardized test scores, yet test scores have gained widespread acceptance among the public as the key indicator of performance.

The End of Liberal Arts Education?

Historic forces in higher education may have serious repercussions for K-12.

Whitepapers