A literacy and intervention director at a California district with a serious literacy issue — only 16% of its 22,000 students in TK–12 were reading at or above grade level districtwide — explains how they used technology to overhaul the district's literacy professional development program and address access and equity problems.
An esports expert shares five key steps to creating a school esports space for an engaged esports team and to ensure your program is successful at instilling social-emotional learning, technical skills and STEM skills in participating students.
The U.S. Department of Education today launched the National Partnership for Student Success, a coalition with education and service organizations formed to help the nation’s public schools implement and improve high-impact tutoring, mentoring, and similar programs to boost pandemic learning loss recovery efforts and better support student well-being.
Five national education nonprofits today launched a new initiative that aims to centralize the collection and sharing of information about ed tech solutions serving U.S. public schools and create national standards for data interoperability and data privacy — initially funded by a Walton Family Foundation planning grant, according to a news release.
Verizon is celebrating 10 years of its digital inclusion-focused education initiative by announcing that the telecommunications company will launch Verizon Innovative Learning Labs in 50 more Title I schools this fall and is adding 50 new Title I schools to its Innovative Learning Schools program, bringing the program’s total reach to 561 schools nationwide, the company said.
Strategic enrollment management software provider SchoolMint has launched a new analytics solution called SchoolMint Insights that combines data from multiple platforms to help school districts better understand and achieve their goals of attracting and retaining students, according to a news release.
Youth esports organization Vanta Leagues has announced it will expand its programming to include high school students beginning this fall, raising the maximum player age to 18 from 14, making Vanta’s free esports set-up guide and league organization structure accessible at no cost to high schools nationwide.
Education nonprofit InnovateEDU today launched the Blueprint for Inclusive Research and Development in Education, dubbed BIRD-E, an open source, universal framework designed to generate actionable, high-quality research that ed tech providers, policymakers, researchers, education leaders, and other K-12 stakeholders can easily access, understand, and apply in the classroom.
LearnPlatform today released a mid-year ed tech usage report showing that K–12 students in U.S. school districts used 74 different digital learning tools during the first half of the current school year, and educators used 86.
An NWEA study of current research examining K–8 student progress during a typical school year and over the summer reveals that historically underserved groups suffer most when school is out for summer break, emphasizing the importance of summer learning programs in overcoming inequitable achievement gaps, the nonprofit said in a news release.