21st Century Teaching & Learning Resources


Duolingo Brings Tinycards Test Prep App to Android

Tinycards is a study aid designed for both K–12 and college students, which employs a spaced repetition technique and adapts to the individual user.

Recovery School Turns to VR for Student Engagement

A charter school in Indianapolis that educates students in recovery with drug and alcohol addictions has turned to virtual reality curriculum to keep their kids engaged in science.

Interactive Tool to Let Students Play with Math

Graspable essentially allows students to rearrange terms on the screen to solve math equations, recording and sharing all of the steps they take to arrive at their answer with the teacher.

Streaming Media Dominates Pro-AV

Video projection, however, is forecast to continue a dive dating back to 2014. In that year, projection accounted for more than 15 percent of the pro-AV market. By 2022, it will make up only 3 percent of the total market.

Droid Inventor Kit from littleBits, Disney and Lucasfilm Channels Star Wars

Ahead of the Force Friday II global event this week, littleBits released a new kit that gives kids step-by-step instructions on how to build a droid fit for the Star Wars universe.

CatchOn and Google Team Up to Offer Usage Data on Chromebooks

CatchOn delivers real-time data on which apps are being used, how often and where to help keep track of technology investments.

ISTE Says Watch Out for Coding, Immersive Tech This School Year

The international association of teachers, administrators, ed tech specialists and other education stakeholders offers its top five predications for the 2017-2018 school year.

Kahoot! Debuts Studio of Curriculum-Aligned Games for K–12

Initially, the Kahoot! Studio will include a math collection that aligns to Common Core standards in algebra, fractions and geometry, which teachers can edit if needed to match specific standards or needs.

Underwater 360 Degree Camera from Boxfish Shoots 5K Video

The Boxfish 360 can continuously record 5K-UDH video or time-lapse photos for up to three hours, helping take away some of the time-pressure associated with filming underwater.

Trends: STEM Game-based Learning to See Surge in Immersive Tech

The growing importance of STEM education is one of the major growth drivers for the K–12 game-based learning market, according to research from Technavio.

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