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
- 03/19/08
As the new school year starts, many technologists and curriculum directors are waiting with bated breath to see if and how much of E2T2 (Enhancing Education Through Technology) federal funding will be restored by Congress.
Educator and ed tech enthusiast Jenna Linskens went from onetime FETC attendee to featured speaker. She shares how the conference has helped shape her career.
- By Jenna Linskens
- 01/28/13
The issue of mobile devices two pronged: that of administrators charged with overall school safety of our children and that of the educators who desire some degree of academic freedom to wisely select whatever it takes to prepare every student in their charge with 21st century skills within a safe environment. Which side do we take? Can we make both sides happy? What are potential challenges and opportunities for learning via mobile devices? It's time to explore.
- By Patricia Deubel
- 03/19/09
In conducting research on America’s digital schools this past year, I found a major shortfall between budgeted bandwidth and the estimated need for bandwidth.
If I still taught in K-12, would I use a blog? It's one of those new technology tools that some of us digital immigrants might struggle to appreciate.
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
- 05/05/08
Today, as the planet moves headlong into the Age of Mobilism, K-12 schools ignore mobile technologies at the school’s peril. But what to do? Our mission in this blog is to provide ideas, visions, strategies, tips, and resources to help schools be mobile savvy and take advantage of the opportunities mobile technologies afford!
- By Cathie Norris, Elliot Soloway
- 12/10/12
Electronic gaming has recently been hailed as the great new potential for transforming education. A growing body of research and practice suggests videogames can motivate as well as teach and help users learn. Fewer scientific studies, but just as much potential, exist within the area of student game development. In part 1 of this two-part article series, we look at the foundational reasons for why game development matters in the K-12 curriculum, both inside and outside of school.
Chat software (text or media-based) provides an excellent tool in supporting academic dialog (exchange), critical thinking, and knowledge building. The immediacy of the technology provides students with a direct connection with the instructor as well as other students. While chat software is usually used for "chatting," and, therefore, it has a relaxed and colloquial protocol, with a little thought and planning, it can also be used well to support instruction.