Forget about hunting down just the right educational game for your students. Let them use the games they already love — Minecraft, World of Warcraft and Call of Duty — and then untangle how those can be fit into the learning goals you have for them. Figuring out how to do that as a teacher is the focus of a new course at Penn State.
- By Dian Schaffhauser
Middle school educator Frank DiMaria uses robots as an interdisciplinary tool to help students learn problem-solving and gain skills they'll need in the future.
Scientific Learning has launched an iPad version of its reading support tool, Reading Assistant.
The Marshfield District School Board has voted to spend $4.3 million over the next 10 years to give every student in its eight schools an iPad.
Canvas and Moodle are currently two of the most popular learning management systems, and both offer the ability to make adjustments to quiz functions within the course without compromising the overall structure of the course. In this article, we will examine how to do so and offer some tips on situations where they are relevant.
- By Emmett Dulaney
Gale is expanding and rebranding its digital archive program, Gale Primary Sources, in an effort to better meet the needs of digital humanities and text and data mining.
The top 6 technologies that are either under development or already in use in the flipped learning environment, as seen by our education professionals
- By Bridget McCrea
California's North Coast Region School Districts are adopting digital courses focused on agricultural science at 16 area high schools and two community colleges in an effort to help students explore career interests and aspirations.
Teach without grades. Teach without tests. Teach without homework. That's the message from a growing number of educators who are not only advocating but actually making substantial changes in their classroom practices by eliminating grades and scores entirely.
Common Sense Graphite and KQED MindShift have partnered to launch the "Tech Tool Tourney," a bracket-style competition designed to select teachers' favorite learning games from among 64 entrants.