Spotlight
When Tampa Preparatory School launched decided to turn a closet into a virtual reality lab, they had no idea how far their students would run with the tools.... MoreForget about sensors everywhere. The Internet of Things is really about networked devices making our lives easier. MoreUsing project-based learning in support of clear curriculum goals leads to deeper learning and engagement for these school systems. MoreWhen Giulia Bini introduced the use of a video game in her high school calculus class, she saw a 100 percent pass rate on testing about limits compared to 80 percent in the previous year; plus, grades rose by 10 percent. The game she used, Variant: Limits by Triseum, places players on an imaginary planet. To rescue the planet from "imminent doom," they help "Equa," the main character, solve a series of increasingly tough calculus problems. More
News
A joint research project at several universities found that the "persistent presence" of smartphones comes at a "cognitive cost." Researchers in the schools of management at the University of Texas at Austin and the University of California, San Diego as well as the Department of Social and Decision Sciences at Carnegie Mellon ran two experiments to attempt to measure how well people finish tasks when their smartphones are nearby â even if the phones aren't in use. MoreResearchers at Cornell University are working on software that will help math teachers understand what their students were thinking that led them to finding incorrect answers. MoreCan your students build empathy skills even while using technology? Yes! In fact, exercises that help students build empathy in digital spaces are a crucial part of positive social and emotional learning. MoreA new whitepaper from personalized learning nonprofit KnowledgeWorks explores how wearables, augmented reality and virtual reality could play out in education. Vignettes drill into how educators could use these technologies in and out of the classroom to add "digital depth" to physical reality to increase student engagement, enhance the personalization of learning, help people understand others' experiences and perspectives, generate greater levels of self-awareness and foster critical thinking. MoreThis summer, 16 institutions across K-12 and higher education will receive furniture, design, installation and on-site training for a new active learning classroom, thanks to Steelcase Education's fourth annual Active Learning Center Grant. Valued at about $67,000 per classroom, the grant "supports active learning strategies in classrooms where teachers are already striving to implement related practices by installing a learning space with furniture designed to encourage student engagement and success," according to a news announcement. MoreAdobe has made its digital storytelling tool, Spark, free for schools, colleges and universities. The free edition includes premium features and previously ran $120 per year for a subscription. MoreAugmented and virtual reality headsets will see a compound annual growth rate of 52.5 percent through 2022 despite a lackluster year in 2017, according to a new forecast from International Data Corp. In 2017 the market saw a decline, largely because of reduced shipments of screenless V.R. viewers, which in turn was a result of vendors ceasing to bundle the viewers with smartphones. Following last year's poor showing, however, I.D.C. predicts strong growth this year, with shipments surging to 12.4 million units on a 48.5 percent C.A.G.R. MoreStudents in Vermont recently took part in 3D Vermont, a competition that asks students to use 3D printers and other technology to bring their state's history to life. MorezSpace and Autodesk have teamed up to let students explore 3D objects in an immersive VR environment. MoreWearable devices will see 15.9 percent growth this year on their way to selling 132.9 million units, according to a new forecast from International Data Corp. Throughout the forecast, the market will see a compound annual growth rate of 13.4 percent, reaching 219.4 million shipments in 2022. More
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Upcoming Grants
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Sponsor: Monsanto
Award: Up to $25,000
Number of Awards: Varies ($2.3 million available)
Application Deadline: Nominations due April 2; grant proposals due April 15
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Sponsor: American Chemical Society
Award: Up to $1,500
Number of Awards: Not specified
Application Deadline: April 14
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Sponsor: McCarthey Dressman Education Foundation
Award: $30,000 maximum ($10,000 over three years)
Number of Awards: Not specified (five awarded last year)
Application Deadline: April 15
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Sponsor: McCarthey Dressman Education Foundation
Award: $30,000 maximum ($10,000 over three years)
Number of Awards: Not specified (two awarded last year)
Application Deadline: April 15
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Sponsor: Discovery Education and 3M
Award: $25,000 grand prize; other prizes vary
Number of Awards: 71 (61 for students, 10 for educators)
Application Deadline: April 19
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Sponsor: Discovery Education and Siemens
Award: $10,000
Number of Awards: 1
Application Deadline: April 27
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Sponsor: American Honda Foundation
Award: $20,000 to $75,000
Number of Awards: Not specified
Application Deadline: May 1 for returning organizations; Aug. 1 for new organizations
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Sponsor: National Science Foundation
Award: $10 million to $20 million
Number of Awards: 9–18 total in three categories
Application Deadline: Aug. 8
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Sponsor: Entertainment Software Association Foundation
Award: Not specified, but suggested upper limit for first-time applicants is $50,000
Number of Awards: Not specified
Application Deadline: Letters of inquiry due May 15 (submission period opens April 14)
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Sponsor: Crayola and the National Association of Elementary School Principals (NAESP)
Award: $2,500 plus $1,000 in Crayola gear
Number of Awards: Up to 20 major prizes, plus one Crayola Classpack for every applicant submitting by the early bird deadline
Application Deadline: June 22 (June 4 for early bird prize)
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Sponsor: National Education Association Foundation
Award: $2,000 or $5,000
Number of Awards: Not specified
Application Deadline: Feb. 1, June 1 and Oct. 15 of each year
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Sponsor: Saxena Family Foundation
Award: $5,000 to $50,000
Number of Awards: Not specified
Application Deadline: Applications accepted year-round
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Sponsor: Toshiba America Foundation
Award: Two categories: Up to $5,000 and more than $5,000
Number of Awards: Not specified
Application Deadline: Up to $5,000 awarded on a rolling basis; Feb. 1 deadline for applications for more than $5,000
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Sponsor: Toshiba America Foundation
Award: Two categories: Up to $5,000 and more than $5,000
Number of Awards: Not specified
Application Deadline: Up to $5,000 awarded on a rolling basis; Feb. 1 deadline for applications for more than $5,000
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Sponsor: SparkFun
Award: STEM/STEAM-related prize packages, event and team sponsorships and other types of support
Number of Awards: Varies
Application Deadline: Ongoing: third Thursday of each month; awards announced on the last business day of each month
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Deadline: Ongoing
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Deadline: Ongoing
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Deadline: Ongoing
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Deadline: Ongoing
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Deadline: Ongoing
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Deadline: Ongoing
Award: No more than 10 percent of an organization's annual operating expenses or 25 percent of the total budget for the project being funded; awards have ranged from the hundreds to the millions of dollars.
Number of Awards: Varies
Qualification: Project should "directly serve or impact children living in urban poverty, particularly in the areas of education, family economic stability (including microfinance) and childhood health."
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Deadline: Ongoing (approx. 10 awards per month)
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Deadline: Ongoing (grants awarded on a rolling basis)
Call for Papers & Proposals
Upcoming Events
Editorial Webinars
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On Demand
Presenters: Joseph Krajcik, Michigan State University; Elliot Soloway, University of Michigan; David Nagel (moderator)
Sponsor: Insight Public Sector, Microsoft
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On Demand
Presenters: Julie Evans, Project Tomorrow; David Nagel (moderator)
Sponsor: Connection Public Sector Solutions
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On Demand
Presenters: Anand Vaishnav and Jacob Waters, Education First; David Nagel (moderator)
Sponsor: Acer, Connection Public Sector Solutions
More
Professional Resources
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