"n less than a decade, mobile technology has spread to the furthest corners of the planet. Of the estimated 7 billion people on Earth, 6 billion now have access to a working mobile phone. Africa, which had a mobile penetration rate of just 5% in the 1990s, is now the second largest and fastest growing mobile phone market in the world, with a penetration rate of over 60% and climbing."
With the thousands of educational apps vying for the attention of busy teachers, it can be hard to sift for the gold. Michelle Luhtala, a savvy librarian from New Canaan High School in Connecticut has crowd-sourced the best, most extensive list of appsvoted on by educators around the country.
“I wanted to make sure we had some flexibility because there’s no one app that’s better than all the others,” Luhtala said. Some apps are best for younger students, others are more complicated, better suited for high school students. Many apps do one thing really well, but aren’t great at everything. Still others are bought, redesigned or just disappear — so it’s always good to know about an array of tools to suit the need at hand.
"Most students need all the help they can get when it comes to planning big projects. Here’s a list of apps that can help them stay organized when they’re working on group presentations, research papers or other big tasks that might take a little extra energy to keep everything together."
ElectroCity is an online computer game that lets players manage their own virtual towns and cities. It’s great fun to play and also teaches players all about energy, sustainability and environmental management in New Zealand.
Brain breaks are short mind-body challenges that offer students a reprieve from routine learning activities. Not only are brain breaks fun, they’re a simple way to refocus students’ energy and get them back on track!
I spent the last two days attending the UNESCO Mobile Learning Week (UMLW). It has been a while since I have seen so many black and pin striped suits in one gathering. The rare academic in attendance was often ...
For the first time in our history, we see personalization of learning for each individual student as a reality. With new technologies growing at a breakneck pace, we’re excited to work with our schools to see what this decade will become.
When you’re talking about learning a language in the U.S., you’re generally talking about ESL which refers to “English as a second language” or the study or use of English by speakers with different native languages.
Limitless Learning Limited's insight:
8 ways to help students who are learning English as a second language.
One of the buzzwords at FETC was STEM which stands for Science, Technology, Engineering and Math. These of course are the subjects kids need to learn if they want be employed in years to come. We've done a good job highlighting math apps and have had several recent reviews this...
Limitless Learning Limited's insight:
Every child's iPad should have these on them at some point.
"If your class is like mine, the kids are always talking about playing video games! Rather than discouraging that interest, I want to harness it to encourage a higher level of thinking in my class. That is exactly what happens when kids explore coding. I love watching their faces as they try to process that people have to "tell" technology what to do in order for a game to work.
For many kids, the thought of creating games is even more exciting than playing them. Supporting their interest in gaming is important because the process of coding promotes problem-solving, creativity, collaboration and communication skills. Below I have listed four apps that are great places to start learning about coding with young kids. '
It has no teachers. No books. No MOOCs. No dorms, gyms, labs, or student centers. No tuition.
And yet it plans to turn out highly qualified, motivated software engineers, each of whom has gone through an intensive two- to three-year program designed to teach them everything they need to know to become outstanding programmers.
Helping kids show what they understand by making their thinking visible should be at the heart of most pedagogically sound technology integration. Chrome apps can help you do just that if you choose the right ones. Here are some of my top picks for achieving this in the Chromebook classroom. BookTrack This ingenious platform puts …
"Digital storytelling involves combining digital media (images, voice narration, music, text, or motion) to tell a story. Over the past few years, digital storytelling has become an increasingly popular and effective way for students to meet a range of learning goals in the classroom. Scratch, a programming project from the Lifelong Kindergarten Group at the MIT Media Lab, might be an unexpected tool for digital storytelling. But using Scratch to tell a story is a “twofer”: Students practice important ELA skills and at the same time use computational thinking."
"Below we’ve gathered a diverse list of learning apps across iOS and Android from giants like Google, Apple, Microsoft, as well as upstarts like Brainfeed, The Sandbox, and Knowji. None of the apps are perfect, but each app does something special, and in that talent represents what’s possible as we careen towards 2020 and beyond.
Learning through play. Self-directed learning. Flipped learning. Mobile learning. Collaborative learning. Social learning. It’s all here. Alone, none offer the turn-key approach to education that textbooks have traditionally turned to. But this is a strength. As education technology grows, we can adapt to new learning models that take advantage of the fragmented but enormous potential of self-directed, creative, collaborative, and almost entirely mobile learning."
Web-based games can prove to be a treasure trove of learning opportunities, and there are a variety of content-areas, age ranges, and skill levels to choose from. The true pay dirt for browser-based learning games can be found on large online digital game hubs. Here are 10 game hubs players that teachers can use to as one tool in their arsenal.
As parent of two teenagers and as a teacher of pre-teens, I took away a lot of information from It’s Complicated. First and foremost is the idea that young people have less and less access to public spaces and time in which to socialize with friends and peers. The days of our moms and dads kicking us outdoors in the morning and saying, “Don’t come back until dinner time” are over.
"IdeaStorm is a free iPad app for quickly creating sketches and diagrams. IdeaStorm allows you to create individual sketches and collections of sketches. To create a sketch just tap the “new drawing” button and start drawing. You can choose from three line thicknesses and five colors to use in your drawings. All drawings are automatically saved in the app."
As far as technology itself and education is concerned, technology is basically neutral. It’s like a hammer. The hammer doesn’t care whether you use it to build a house or whether on torture, using it to crush somebody’s skull, the hammer can do either.
As younger and younger children recognize and use electronic devices as sources of information and entertainment, what is the impact on their literacy skills? Largely a positive one, according to a study in the January edition of SAGE Open.
Limitless Learning Limited's insight:
Tablets and touchscreen ebooks can help children learn to read better according to a study printed in SAGE Open.