Sandstorm is an open source hosting platform for personal instances of web apps. Users can upload and install arbitrary software. In addition to improving privacy and control, this is the only way to make Open Source web apps viable.
Get way, way, more into the game. Use your hands to move in any direction, with precision. Dive into realistic, 3D interaction at its best. Steer, slice, grab, push, pull, crush, and shoot with your hands and finger. Try popular games from Airspace like Fruit Ninja, and Cut the Rope, or new experiences like the music-driven game Dropchord and first-person shooter Blue Estate
There are many reasons a student can lose focus in school. It can be bad grades that will discourage them to be inactive and to rebel. It can be the environment that can be stifling and suffocating for the students. It can be the fact that many of them don’t find it easy to see …
NEW YORK (Reuters Health) - The more television children watched at age 10, the more they watched in middle age, according to a new report that suggests the need for earlier interventions to get kids off
Design Thinking is a mindset. Design Thinking is the confidence that everyone can be part of creating a more desirable future, and a process to take action when faced with a difficult challenge. That kind of optimism is well needed in education.
Sure, Chrome's New Tab page is useful enough, and forged from the analysis of millions of user experience clicks, but why stick with what Google wants to serve up to you? There are several impressive extensions that can transform your New Tab page and provide some handy extra functionality.
Do you know what a flipped classroom requires? How about a 1:1 classroom? If you’re a regular reader of Edudemic, then you probably are more than informed about what these terms mean and how they’re implemented in modern classrooms. That’s probably because we started Edudemic many moons ago on the same day Apple launched the …
A practical and engaging guide to smart studying tips.
Kathleen Cercone's insight:
his new book, “How We Learn: The Surprising Truth about When, Where, and Why It Happens,” author Benedict Carey informs us that “most of our instincts about learning are misplaced, incomplete, or flat wrong” and “rooted more in superstition than in science.”
Getting students actively engaged and learning by leveraging the power of gamification in the classroom is a hot trend these days. The idea of getting students learning, sharing, and laughing by using gamification shows great promise, to be sure. But where should you start in terms of finding the tools that will actually help you …
If you'd like to see just how polarized a high school faculty can be, survey them on how much they think homework should count in their overall course grade. You'll get the full range of responses from zero to 100 percent.