Kids are immersed in social media and video games all day, and are then expected to learn from textbooks and lectures. If there's any hope of teaching students 21st century skills, we'll have to boost engagement in the classroom.
Over the last two years, nearly half of faculty have moved away from a traditional lecture model and adopted a range of technology-driven teaching practices, according to new research released in the last week.
TED Talks Naming science as his chief inspiration, Mathieu Lehanneur shows a selection of his ingenious designs -- an interactive noise-neutralizing ball, an antibiotic course in one layered pill, asthma treatment that reminds kids to take it, a...
As part of our district 1:1 iPad initiative for high schools (look for more in the next month), I was asked to evaluate Learner Response apps for iPads. We piloted the apps in a high school class and gathered anecdotal evidence.
How has the internet changed education? (Infographic). July 4, 2012 by: EdTech Times · 0 · Tweet. The folks over at seo.com created this infographic to illustrate the impact the internet has had on education.
York County student technology initiative completes first yearDaily PressThe initiative, called Bring Your Own Technology, or BYOT, allowed students in middle and high schools, with parents' permission, to bring any Internet-ready device to school...
What is Gamification, and why should you care? Gamification is the integration of Game Mechanics in non-game environments to increase audience engagement, loyalty and fun. It is said to be one of the largest movements/trends of our time.