Prodigy, a mathematics gaming company, recently made 120 examples of math word problems for students in grades 1-8 available to teachers at no cost.
Rote obedience isn’t the way to successfully implement a blended learning model, according to a new case study focused on schools in Colorado and Washington, D.C. that illustrates the importance of flexibility to provide more personalized experiences for each student.
An assistant superintendent for the Edison Township Public School District in Edison, NJ shares four steps for implementing and using a successful blended learning model.
With more than 1.3 million positions in computer and mathematical occupations expected to be open by 2022, the Kentucky Department of Education, Amazon Web Services, Project Lead the Way and others are taking action to build a pipeline of talent for a cloud-enabled future workforce.
In a district where students are divided by enormous distances and language barriers, a vice principal found a way to quadruple the number of students reading at grade level.
Charlotte Mecklenburg Schools in Charlotte, NC recently rolled out a blended learning program using learning resources from PASCO Scientific and now the school district wants to adopt the company’s wireless sensors and accompanying software to foster hands-on, inquiry-based learning opportunities in STEM classes.
With proper planning and attention to detail, student-made podcasts add a new dimension to 21st Century classroom learning, according to a high school teacher in California.
Seventy-five public libraries located in the United States have been chosen to receive resources, training and support to bring STEM education opportunities to patrons.
Classroom technology company Boxlight has been selected as the convening agency for the Georgia STEM Girls Collaborative, which works with schools, informal educators, educational programs, businesses and industries that are committed to boosting girls’ engagement in STEM.
Classcraft, an online educational role-playing game (RPG), is now being used in more than 75 countries and by 2 million students in the United States as a classroom management tool. The game aims to make classroom management fun for teachers and students by putting the latter in charge of their own learning and making them rely on one another.