In the sixth installment of their monthly column, blended learning experts Michael B. Horn and Heather Staker outline what teachers need to know about blended learning training resources, and where they can go to get them.
- By Michael Horn, Heather Staker
- 09/06/12
In the second installment of their monthly column, blended learning experts Michael B. Horn and Heather Staker address the issue of blended learning costs.
- By Michael Horn, Heather Staker
- 04/05/12
As the new school year starts, many technologists and curriculum directors are waiting with bated breath to see if and how much of E2T2 (Enhancing Education Through Technology) federal funding will be restored by Congress.
In conducting research on America’s digital schools this past year, I found a major shortfall between budgeted bandwidth and the estimated need for bandwidth.
It's difficult to have a conversation about using cell phones for learning without someone complaining that the phones will be a distraction. These complaints are presumably made by those who have never been in schools where cell phones are used as learning tools. Those who have know that not only do teachers find distraction is not an issue, they also find students are more engaged and excited about learning.
In 1980, futurist Alvin Toffler stated that we are in a communications revolution and that the “link between communications and character is complex, but unbreakable. We cannot transform all our media of communications and expect to remain unchanged as a people.” How true those words are today, as we engage in communication and collaboration globally using Web 2.0 tools.
- By Patricia Deubel
- 11/19/08
Up to now, test makers have been the dog--and education has been the tail. But the test makers are increasingly out of touch with students who use mobile devices for everything including learning. The dog is, finally & rightfully so, becoming the tail.
- By Cathie Norris, Elliot Soloway
- 01/14/13
Technology Director Anthony A. Luscre of Mogadore Local Schools challenges educators to use students' mobile devices to provide technology-rich, highly engaging, and fun learning experiences that reflect real-world skills.
- By Anthony A. Luscre
- 01/20/12
In the first segment in this series, we covered the pedagogy behind student videogame development. We addressed how learning as doing, collaborative & peer learning, tutoring, ownership, and publication are critical components to game development. We also addressed benefits of videogame making, including content area knowledge acquisition, students as producers of information, and the potential of game-making for encouraging STEM-related careers for women and minorities.
Over the last decade or so, numerous articles have appeared that conflate the ideas of a virtual science lab and a simulated science lab. For example, the College Board, in its guidelines, says, "A virtual lab is an interactive experience during which students observe and manipulate computer-generated objects, data, or phenomena in order to fulfill the learning objectives of a laboratory experience."
- By Harrison Keller
- 05/05/08