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.
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.
- By Dian Schaffhauser
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.
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.
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 delivers real-time data on which apps are being used, how often and where to help keep track of technology investments.
The international association of teachers, administrators, ed tech specialists and other education stakeholders offers its top five predications for the 2017-2018 school year.
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.
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.
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.