Jaclyn Gerstein will be presenting at two sessions during the ISTE conference: “A Framework for Maker Education: Frontloading and Reflecting on Maker Experiences,” on Sunday, June 25; and “Design Thinking and Universal Design for Learning for Makerspaces, STEM and STEAM” on Monday, June 26.
Leslie Fisher has turned her name and talents into her own successful ed tech consulting company. She will present at seven different sessions during the ISTE conference, June 25-28, in San Antonio, TX.
Evan Boorman started CodeREV after running a successful tutoring company. He spoke with THE Journal to discuss the CodeREV summer camps, as well as the necessities of teaching coding and STEAM to young people.
Robert Dillon is a an expert in K–12 learning spaces, and loves to explore the intersections of technology and learning space design.
Schools that implement BYOD programs will choose one or both of two approaches: required BYOD and supplemental BYOD. While supplemental BYOD is a common-sense way to broaden students' and teachers' classroom resources, required BYOD is a problematic choice that will challenge a school district's staff and the community as a whole.
- By Jeff Mao
Cyberattacks appear to be on the rise; however, young professionals equipped with computer science (CS) skills to combat those threats are not growing at the same pace as the need. That’s the assessment from various recent sources and reports, from news sites to companies that track cybersecurity.
Framing computer science education in a way that interests both teachers and students could help boost the number of teachers seeking computer science certification and increase STEM achievement across K–12.
For the fifth year running, the country saw a lift in its national high school graduation rate, growing to 83.2 percent in 2015 from 82.3 percent in 2014. But growth at that pace is too slow to reach the goal of a 90 percent graduation rate by 2020.
- By Dian Schaffhauser
As virtual reality goes mainstream and provides new ways for students to interact and gain hands-on experience, it's important to experiment and demonstrate the technology's potential learning benefits.
University partnerships offer benefits for K–12, especially for STEM and STEAM programs — and not just in the ways you might expect. From expertise and mentoring to hands-on experiences and career exposure, the positive results of working with higher ed faculty impact students and K–12 educators alike.