Students who experienced personalized learning in school gained about three percentile points in mathematics relative to a comparison group of similar students, according to a RAND report.
Charlotte Mecklenburg Schools in Charlotte, NC recently rolled out a blended learning program using learning resources from PASCO Scientific and now the school district wants to adopt the company’s wireless sensors and accompanying software to foster hands-on, inquiry-based learning opportunities in STEM classes.
With proper planning and attention to detail, student-made podcasts add a new dimension to 21st Century classroom learning, according to a high school teacher in California.
Oregon-based Vernier Software & Technology is providing tips and resources for viewing the “Great American Eclipse,” Aug. 21, 2017, and the scientific data-collection company is urging educators to collect and share data from the event.
Seventy-five public libraries located in the United States have been chosen to receive resources, training and support to bring STEM education opportunities to patrons.
Learn how to use Google Classroom's assignments feature to create and manage group projects for students.
- By Common Sense Education
Classroom technology company Boxlight has been selected as the convening agency for the Georgia STEM Girls Collaborative, which works with schools, informal educators, educational programs, businesses and industries that are committed to boosting girls’ engagement in STEM.
Classcraft, an online educational role-playing game (RPG), is now being used in more than 75 countries and by 2 million students in the United States as a classroom management tool. The game aims to make classroom management fun for teachers and students by putting the latter in charge of their own learning and making them rely on one another.
The top three market trends fueling the test preparation market in the United States through 2021, according to market research firm Technavio, are: increasing emphasis on private tutoring; rising popularity of benchmark testing; and growing mobile learning, or “m-learning.”
Girls from all over the United States and the world are competing in the Technovation Challenge, a global effort by STEM education nonprofit Iridescent, which has invited girls ages 10-18 to learn and apply technology to try to solve problems in their communities. This year, 11,000 girls worked in teams of one to five to build mobile applications and address the United Nations Sustainable Development Goals, which include quality education and poverty elimination.