It's difficult to have a conversation about using cell phones for learning without someone complaining that the phones will be a distraction. These complaints are presumably made by those who have never been in schools where cell phones are used as learning tools. Those who have know that not only do teachers find distraction is not an issue, they also find students are more engaged and excited about learning.
The notion that technology is abundant in schools is pervasive. The reality is, most teachers are not able to summon a PC for every student for research and online tutorials, or look online at their convenience for the best textbooks, projects, and approaches.
- By Geoffrey H. Fletcher
If we truly want America’s children to have access to the internet in school, then it's time that the FCC steps in and requires the telcos and the cable companies to provide educational pricing for Internet connectivity!
- By Cathie Norris, Elliot Soloway
The ongoing debate on the effectiveness of technology use for student learning outcomes still seems to have no clear answers. Some will say technology is highly effective for students; others will say technology has had no measurable impact on outcomes. Why is this, and what can be done about it?
Lisa Nielsen, the author of "Teaching Generation Text: Using Cell Phones to Enhance Learning" and "The Innovative Educator" blog, believes it is time to shatter a few myths about students bringing their own devices (BYOD) to school.
After 25 years of hearing the same calls for action in education technology, I'm throwing down the gauntlet.
- By Therese Mageau
The federal government lately has been passing out lots of money through competitive programs by way of the American Recovery and Reinvestment Act (ARRA). Together, the grants represent a huge investment in education, while providing one more example of the golden rule: He who has the gold makes the rules. What will those rules be going forward?
- By Geoffrey H. Fletcher
In the initial launch of Collaboration 2.0, Dave Nagel (2008) reported that during 2008 educators can look for "a continued trend toward more and more hosted, mashed-up, collaborative tools in education, from assessment platforms to collaborative learning tools (such as blogs and wikis) to online delivery of audio and video to full-blown productivity tools, such as Google Apps for Education and others" (p. 2). Everything on the Web sounds good.
- By Patricia Deubel
Over the last decade or so, numerous articles have appeared that conflate the ideas of a virtual science lab and a simulated science lab. For example, the College Board, in its guidelines, says, "A virtual lab is an interactive experience during which students observe and manipulate computer-generated objects, data, or phenomena in order to fulfill the learning objectives of a laboratory experience."
- By Harrison Keller
In the first segment in this series, we covered the pedagogy behind student videogame development. We addressed how learning as doing, collaborative & peer learning, tutoring, ownership, and publication are critical components to game development. We also addressed benefits of videogame making, including content area knowledge acquisition, students as producers of information, and the potential of game-making for encouraging STEM-related careers for women and minorities.