When it comes to the use of video in education, the over-riding theme — as we might expect — is more, more, more, according to the findings of a new survey.
- By Dian Schaffhauser
Students in music programs across Williamson County use music production software to compose original works.
The digital solution includes significant enhancements that support phenomena-driven learning and STEM instruction, as well as professional development opportunities for educators.
Multimedia tools can reduce student anxiety by encouraging a creative approach that not only builds design and tech skills but also can turn an intimidating final assignment into a fun experience.
- By Emily Major
TechSmith has updated its inexpensive screen, video and audio capture tool, Snagit. Version 13 for Windows and version 4 for Mac add personalization capabilities, a panoramic feature for capturing images that go beyond a single display, new tools in the editor and the ability to create animated GIF files.
- By Dian Schaffhauser
InFocus is launching a new model in its line of display wall processors at the InfoComm 2016 conference taking place this week in Las Vegas. The Jupiter Catalyst 4K supports up to 12 ultra-high-definition 4K outputs (non-HDCP) on a single 3U CPU chassis supporting resolutions of of 3,840 x 2,160 per output via mini DisplayPort with four destination windows per card. Up to four expansion chassis can be added for additional outputs.
A new national survey of school information technology pros also found that leaders are planning for some major changes to the types of learning materials that will be used in their classrooms in the very near future.
J.E. Moss Elementary School, a Title I school in Nashville, has adopted an augmented reality program, Letters alive, to help improve reading skills in one of its kindergarten classes.
Nearly half of all teachers — 48 percent — are using games in their instruction now, according to a new Speak Up research report released by Project Tomorrow. That’s more than double the percentage from five years ago.
Classroom wearable technology in the United States is expected to grow at a compound annual growth rate of nearly 46 percent over the next four years, according to a recent report released by Research and Markets, a Dublin, Ireland-based market research firm.