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Learn something new with the ISTE Professional Learning Series

Learn something new with the ISTE Professional Learning Series

10/16/2015

Topics: Advocacy, Curriculum, Digital Citizenship, Digital storytelling, Gamification, Project-based learning, STEM & STEAM, Tools

Ready to learn something new? Expand your digital toolkit and explore new ideas for learning and teaching with the latest season of the ISTE Professional Learning Series. Presented by members for members, these free web events deliver new ideas and strategies right to your computer so you can…

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Get in the game: Winning isn' 't the only goal with classroom games

Get in the game: Winning isn't the only goal with classroom games

10/01/2015

Topics: Gamification, Gaming

School isn’t fun when you’re failing. However, failure is part of learning, so every student needs to learn how to fail positively and find ways to use the…

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Start your own online student competition

Start your own online student competition

09/25/2015

Topics: Gamification, STEM & STEAM

Students are easy to get engaged. Many will watch videos and play games online all day long when given the chance. Getting them to create meaningful products rather than just mindlessly consuming, however, can sometimes be a challenge.

One way to inspire even the most reluctant…

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EdTekTalk: Sergei Lupashin makes a case for challenge-based learning

EdTekTalk: Sergei Lupashin makes a case for challenge-based learning

09/08/2015

Topics: Gamification, ISTE Conference & Expo, Robotics, STEM & STEAM

Contrary to popular belief, not all engineers were born with an affinity for math. Some have to find the right inspiration.

Take Sergei Lupashin. The Russian aerial robotics researcher, inventor, businessman and…

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Teach students to learn from their failures

Teach students to learn from their failures

11/13/2019

Topics: Assessment, Gamification

By the end of this post, there’s a good chance that you may fail to get the point.

That’s because the education world — and society in general — falls short on understanding failure. Dictionaries define it as “not meeting a desirable or intended objective.” Thesauruses list it as an…

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Chart students' ' growth with digital badges

Chart students' growth with digital badges

02/26/2015

Topics: Assessment, Gamification

Remember turning in your grades at the end of the school year? Did Zack’s B in geometry tell you enough about his mastery of the Pythagorean theorem or the area of a rectangle? What about Laura’s state test scores? Did they fully represent who she was as a critical thinker and creative…

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Wegner' 's ed tech accomplishments get nod from Obama and peers

Wegner's ed tech accomplishments get nod from Obama and peers

01/14/2015

Topics: Advocacy, Assistive and adaptive technologies, Augmented reality, Coding & robotics, Computational Thinking, Digital Citizenship, Digital storytelling, Education leadership, Gamification, Gaming, Literacies, Makerspaces, Personalized Learning, professional learning, Project-based learning, Robotics, Standards, STEM & STEAM

There she was in the White House, along with 120 other school superintendents, and there was President Obama, at the podium. And then there was this:

" "And then you got Mary Wegner, superintendent of the Sitka, Alaska, School District. Where's Mary?" " Obama said. " "She came a long…

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Simulation game helps students understand traumatic brain injury

Simulation game helps students understand traumatic brain injury

11/07/2014

Topics: Gamification, Gaming, Standards

From a tackle in a football game to a fall on an icy sidewalk or a car accident, the dangers of traumatic brain injury are real and sometimes even fatal. To help educate students about traumatic brain injury and heighten their awareness and ability to make informed decisions,…

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What is the future of gaming in education?

What is the future of gaming in education?

07/01/2014

Topics: Gamification, Gaming, STEM & STEAM

After asking around the ISTE 2014 conference floor, I discovered some great predictions and big dreams for the future of digital gaming and virtual environments in learning.

Educators discussed the potential of wearable technology with excitement. Improved efficiency and access to…

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