Common Sense examines the latest scientific research about problematic media use in their new report, Technology Addiction: Concern, Controversy, and Finding Balance.
The labels change from day to day and school to school — “hybrid learning,” “flipped learning,” “competency-based learning,” “project-based learning” — pick your favorite adjective and add “learning.” What do they all have in common? Learning — and behind it all, technology. School leaders are right to focus on the learning but sometimes forget to worry about the technology.
Waiting until learning is complete to correct gaps or misconceptions can sometimes be too late. Changing instruction in the moment as a response to how and what students are learning is the key to ensuring that all students succeed. Technology certainly makes the formative assessment process easier and more effective.
It’s time for our annual app review! Participants discovered apps that change the way students and teachers think about learning. The presentation featured apps that promote essential 21st century learning skills – creativity, critical thinking, collaboration, and communication.
Attendees of this webinar learned about the Visual Immersion Program by exploring its core beliefs: the 7 functions of communication, foundational tools, emerging familiarity, and emergent understanding. Participants learned about assistive technology tools, including low-tech versus high-tech, foundational apps/devices, emerging familiarity apps/devices, and emergent understanding apps/devices.
This webinar was designed to assist teachers and students in creating more effective and dynamic classroom or online presentations in many different platforms. The ideas presented can be immediately applied to existing presentations – turning old songs into a epic legends that people will never forget.
The shortage of professionals with advanced skills in science, technology, engineering, and mathematics (STEM) is a real challenge for companies and the US economy. It presents a tremendous opportunity for today’s students who have a passion for STEM—the most in-demand, rewarding college degrees and jobs are in the STEM fields.
Interest in the potential of games for learning is growing, from researchers, practitioners and policy-makers, predominantly for their ability to engage students. However, Dr. Nicola Whitton, Senior Research Fellow at Manchester Metropolitan University argues that the benefits of games are greater than simply motivation.
Teachers and students have an overabundance of information at their fingertips to make teaching and learning more “real time” than ever before. Teachers are no longer the lone “giver of knowledge” that they once were. How do teachers not only find engaging content for their students, but how can they also be creators of engaging content? What are ways we can curate and organize this content?
When technology integration is at its best, a student or a teacher does not stop to think that he or she is using a technology tool – it’s second nature. Students are more actively engaged in projects when technology tools are a seamless part of the learning process. “Cool Cat Teacher” Vicki Davis presented ways you can differentiate instruction in your K–12 classroom with technology.