Zagg, a Salt Lake City-based mobile device accessories company, today has introduced a wired keyboard for all Apple iOS devices with a Lightning connector.
Millennials say they’re watching more videos and spending more time on social media, but they are not necessarily decreasing their attention to other media. However, a recent study states that younger internet users, the so-called Generation Z (ages 13 to 17), are moving away from text-based content online, as well as television, while increasing their time with video and social media.
School districts in Tennessee, Missouri, South Carolina and other states have canceled class Aug. 21, owing to a total eclipse of the sun expected on that date across a wide swath of the United States.
Market research firm Technavio has identified the top five vendors in the global augmented reality (AR) in education market. The companies are EON Reality, DAQRI, GAMOOZ, Magic Leap and QuiverVision.
LearnZillion, a K–12 curriculum-as-a-service (CaaS) company, is partnering with Canadian ed tech company D2L to integrate LearnZillion’s standards-aligned curricula into D2L’s Brightspace Lessons learning management system (LMS).
Mouse, a New York-based nonprofit, is launching a handful of STEM courses this fall, aimed at teaching students new skills based on cutting edge technology.
The third annual Maker Faire San Diego, Oct. 7-8, in Balboa Park, is now open for entries. This family friendly, two-day event, 10 a.m.-6 p.m., welcomes a variety of diverse, out-of-the-box ideas from makers, inventors, tinkerers, do-it-yourselfers and hackers.
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.
Authors and educators Eric Sheninger and Thomas C. Murray offer multiple ways that classrooms and learning spaces can become student-centered, not teacher-centered.
- By Eric Sheninger, Thomas C. Murray