How can teachers become the workers or facilitators of knowledge development rather than merely remain as sources and transmitters of information? How can students be supported in knowledge growth that expands individual knowledge through meaningful application within the confines of regular coursework?
As the new school year starts, many technologists and curriculum directors are waiting with bated breath to see if and how much of E2T2 (Enhancing Education Through Technology) federal funding will be restored by Congress.
My own quest for "The Truth about Biometric Devices in Schools" led to this three-part series on biometrics in K-12. It's a controversial topic, not just in the United States, but in other countries, such as the United Kingdom, which has its own concerned citizens fighting to ban fingerprinting of children in schools. My premise has been that before you decide to ban its use or buy into biometrics, you need to have an understanding of the technology itself and applications available, knowledge of key issues and concerns that have been raised, a keen eye for vendor claims, and then a sound business plan of action that leads to a security solution you really need.
- By Patricia Deubel
It's not unusual for school district staff members to emulate Lewis Carroll's Mad Hatter, wearing six or eight hats simultaneously in their everyday efforts. Sometimes, the hat hardest to wear is IT management, which is important and challenging at the same time.
We all have our opinions about open-source technologies. While many are in favor of "free" and "open" software conceptually, there are those whose reservations about open source trump even the high ace in the deck, also known as budgetary restrictions. So, no matter how good open source might seem to many of us--no matter how many benefits we can enumerate--those reservations hold back any serious attempts at implementation.
In the world of education technology, we are often guilty of preaching to the choir—the believers who know in their hearts (and now more often with data) that technology can improve teaching and learning.
In the first installment in our new monthly column, blended learning experts Michael B. Horn and Heather Staker advise schools to skip the "best practices" and instead seek innovations that work in their unique circumstances.
- By Michael Horn, Heather Staker
T.H.E. Journal Executive Editor Michael Hart talks about the storm of comments readers had to a handful of articles published over the last few weeks concerning the use of mobile devices in education, in general, and the use of smartphones either in or after class, in particular.
Electronic gaming has recently been hailed as the great new potential for transforming education. A growing body of research and practice suggests videogames can motivate as well as teach and help users learn. Fewer scientific studies, but just as much potential, exist within the area of student game development. In part 1 of this two-part article series, we look at the foundational reasons for why game development matters in the K-12 curriculum, both inside and outside of school.
The ongoing debate on the effectiveness of technology use for student learning outcomes still seems to have no clear answers. Some will say technology is highly effective for students; others will say technology has had no measurable impact on outcomes. Why is this, and what can be done about it?