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.
New software designed to allow teachers and students to create and share content on almost any connected device has been introduced to the education market.
The new platform from Common Sense tests the privacy of commonly used apps used in classrooms.
BrainPOP, a provider of digital educational content, has partnered with educational gaming company, Second Avenue Learning, to offer a free trial version of Voters Ed.
The New Jersey-based company announced new updates to its blended learning products.
New content on OpenEd includes curated, in-class assessments, recommended learning resources and lesson plans that support students preparing for the ACT exam.
The Journal of Visualized Experiments is expanding its database of science method and practice demonstration videos for high school and higher education with the launch of its first Clinical Skills collection.
Brainly, a multinational social learning network for students and educators, has acquired OpenStudy, a similar, Atlanta-based, peer-to-peer study help platform. The combined companies are anticipated to offer students advanced online learning tools, for both inside the classroom and out.
K-12 schools are beginning to see the educational value of virtual and augmented reality and are investing in these technologies even though price points are still aimed at higher-end markets.