In two years on the job as deputy superintendent of educational services for the Santa Ana Unified School District, David Haglund has helped usher in a new era of "anytime, anywhere access to learning."
A disparity in home Internet service has lead to the “homework gap,” where economically disadvantaged students “go from a digital oasis to a digital desert when they go from school to home.”
If K-12 leaders don't transform their processes, technology will be "just a $1,000 pencil."
Cross-curricular projects delve into sustainability issues, the societal implications of inventions and how rivers give birth to civilizations.
- By Meghan Raftery, Michelle Warrington, Kate Dodson, Darren Faust
While badging and digital credentialing are gaining acceptance in the business world and, to some extent, higher education, K-12 educators — and even students — are slower to see the value.
A girl who knows how to code can change the world. At least, that’s what Markie Wagner of Whittier, CA thinks.
At White Bear Lake High School, hybrid learning is supported in part through the use of a website for students and teachers and student-produced video about the basics of blended learning.
Michio Kaku has an emphatic message for educators: We are rapidly entering what he terms the "fourth-wave" of scientific advancement, and it's the duty of educators to prepare young people to survive and thrive in the radically different milieu that portends.
Through the Chicago City of Learning initiative, students can participate in any one of the 5,000 on-site and online activities, such as hands-on STEM learning and coding bootcamps, to earn digital badges recognized by schools.
A couple of the ingredients that made ISTE 2016 unique were what the conference called “Poster” and “Playground.” Poster was an area of the Colorado Convention Center where teachers demonstrated technologies they’ve successfully used in the classroom. Playground featured hands-on workshops with educators and students exploring everything from mobile learning and games to virtual reality and the maker movement.