The impulse to create is one of the most basic human drives. As far back as the Stone Age, we were using materials in our environment to fashion tools for solving the problems we encountered. And in the millions of years since then, we have never stopped creating. In fact…
Topics: 1:1, Assessment, Augmented reality, BYOD, Coding & robotics, Computational Thinking, Digital Citizenship, Digital storytelling, Flipped learning, Gamification, Gaming, Learning sciences, Makerspaces, Online learning, professional learning, Technology infrastructure, Tools
Why do we do what we do? It's an age-old question. From getting too close to a fire to getting online excessively, our decisions aren't always good for us.
There is a model for understanding that irrational, sometimes frustrating, human behavior. It's…
New Book from ISTE Shows Educators How to Help Students Distinguish Between Fact and Fiction in the Age of Fake News
WASHINGTON – December 19, 2018 – The International Society for Technology in Education, the premier source for books about education technology, is releasing a new book, …
Step into a school makerspace, and you might expect to see science students programming robots, tinkering with circuits or accomplishing miniature feats of engineering.
While there’s plenty of that going on in Harpeth Hall’s Design Den, you’re just as likely to see…
Topics: 1:1, Assistive and adaptive technologies, Augmented reality, BYOD, Computational Thinking, Curriculum, Education leadership, Gamification, Gaming, Makerspaces, Mobile learning, Personalized Learning, professional learning, Project-based learning, Robotics, STEM & STEAM, Technology infrastructure, Tools
The past decade has seen a narrowing of the digital divide when it comes to two things: the number of devices in classrooms and the Wi-Fi that transforms these devices into powerful learning tools.
But it’s premature to say the digital playing field has been leveled.…
It’s a syndrome seen at so many schools. As school districts face shrinking budgets, some are tempted to find savings by cutting library staff. After all, the reasoning goes, with so many resources available via laptops, tablets or phones, who needs librarians anymore?
We all do, argues…
Topics: Assistive and adaptive technologies, Augmented reality, Coding & robotics, Computational Thinking, Digital Citizenship, Digital storytelling, Gamification, Gaming, ISTE Conference & Expo, Literacies, Makerspaces, Personalized Learning, professional learning, Project-based learning, Robotics, STEM & STEAM
It’s one thing to revolutionize a single classroom. But ushering in large-scale change to a school or district requires a deep cultural shift.
That’s why many education leaders choose to send an entire team to the…
Kimberly Lane believes that in the digital age, computer science (CS) should be right up there with reading and writing as a foundational skill.
Lane, blended learning specialist for Lancaster Independent School District near Dallas, walks the talk by helping educators…
Being a student should be a little like being an apprentice preparing for life in the real world. But when school is nothing like the future workplace, that goal is impossible to reach.
So what will the real world be like when students enter the workforce? We hear a lot about…
Topics: 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, STEM & STEAM
“Leaders get people moving. They energize and mobilize. They take people and organizations to places they have never…