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News/Breaking News
- Posted 20 Apr 2017
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The program recognizes 52 teachers for their game-changing integration of digital media in the classroom; Digital Innovators will partner with local PBS stations to build learning outcomes in communities across the U.S.
News/Breaking News
- Posted 18 Apr 2017
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The game uses augmented reality to teach children ages 12 and up about the impact their decisions have on the environment. The game challenge is to reduce the world's carbon dioxide emissions to the level specified in the 2015 Paris Agreement on climate change.
News/Breaking News
- Posted 17 Apr 2017
Discovery Education and Jackson Charitable Foundation Launch Elementary School Financial Literacy Program “Cha-Ching Money Smart Kids”
Developed for teachers, students and families, Cha-Ching Money Smart Kids! prepares students in kindergarten through grade 6 with knowledge, tools and the practice they need to make good financial decisions.
News/Breaking News
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As an extension to Learning.com's EasyCode computational thinking and coding curriculum for grades K-8, EasyCode Pillars takes a project-based approach and gives students hands-on coding experience via small coding challenges, debugging practice, game design and short quizzes that test comprehension.
News/Breaking News
- Posted 17 Apr 2017
CoSN Launches New Peer-to-Peer Resource for District Leaders
District leaders who participate in the program will work closely with and receive feedback from an experienced team of education technology professionals. Leveraging the Framework, the Peer Review Team will visit a school system to identify what the district is doing well as well as the areas for improvement to move their technology efforts forward.
News/Breaking News
- Posted 04 Apr 2017
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The Smithsonian has announced a joint effort with Lenovo to foster STEAM (science, technology, engineering, art and math) learning in school and after-school programs using the Smithsonian Learning Lab, a free online toolkit to find, customize and share digital museum resources with others. Lenovo is a leading provider of innovative consumer, commercial and enterprise technology.
News/Breaking News
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GoalWorks, a progress-monitoring solution for students with learning differences, was developed in response to schools' need for meaningful goal setting to support student growth.
News/Breaking News
- Posted 24 Mar 2017
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The Rugged Combo helps protect iPad from drops and daily wear and tear, and has a detachable keyboard offering a secure and approved solution for testing and exams.
News/Breaking News
- Posted 21 Mar 2017
New Enhancements to Discovery Education’s Digital Services Boost Educators’ Ability to Connect with Peers and Differentiate Instruction
Discovery Education has unveiled two new enhancements to its digital services. These features, added to Discovery Education's Streaming and Techbook services, support educators' efforts to network with their peers and differentiate instruction.
News/Breaking News
- Posted 20 Mar 2017
Follett Now Offers Haese Mathematics as Part of International Baccalaureate Content
Haese initially launched its mathematics textbooks in 2004 for IB Diploma Mathematics courses and they were greeted by an overwhelming response from teachers in 2,000 schools from more than 120 countries.
News/Breaking News
- Posted 15 Mar 2017
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EBSCO strives to provide the most e-book options and the best integrated platform user experience possible, continuing its commitment to libraries to continually grow their selection of best-selling, front list and award winning e-book titles, according to its announcement.
News/Breaking News
- Posted 10 Mar 2017
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TOOLS FOR LEARNING - The Maker Movement Matures--3D Printing, Serious Play, and More
The universal appeal of tinkering, creating, making, playing, and learning along the way is an eternal flame that humans in search of something greater will never extinguish. In 2017, we're just getting much better at it! On that note, Victor offers up a whole host of maker movement tools and resources in this wonder-filled area of life, made to order for schools, libraries, and students to explore.
Editorial/Features
Posted 01 Dec 2017
- Nov/Dec 2017 Issue
By
Victor Rivero
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Research on gaming in education is still in its infancy. Some of the challenges include inconsistent definitions of gaming and gamification with researchers, difficulty with creating truly random student groupings, lack of control groups, and the continuing growing field of games in education. In addition, much of the research tries to evaluate characteristics such as motivation and engagement that are difficult to objectively measure.
Editorial/Features
Posted 01 Sep 2017
- Sep/Oct 2017 Issue
By
Renee Ramig
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Gaming in education is big, and growing bigger, which prompts questions such as "How will serious games integrate into existing learning experiences?" and "Are they actually proven to get results?" Victor offers some thoughts from a market report, then lays out "games, games, games," plus some resources for more information.
Editorial/Features
Posted 01 Sep 2017
- Sep/Oct 2017 Issue
By
Victor Rivero
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Here are somewhat physical artifacts, actual or nearly actual objects that you can pick up and use. They have some weight, they involve dexterity, they are extensions of our hands and minds, and they do well to serve us in learning and experiencing the world around us.
Editorial/Features
Posted 01 May 2017
- May/June 2017 Issue
By
Victor Rivero
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THE PIPELINE: Connecting the Dots: An Educator/Librarian’s Charge
In this issue, librarian, educator, and future-watcher Stephen Abram discusses a framework he sees as a brilliant filter with which to view the opportunities in technology and look for patterns aligned with teacher-librarians' real goals.
Column/The Pipeline
Posted 01 Dec 2017
- Nov/Dec 2017 Issue
By
Stephen Abram
IDEA WATCH: Trending Now … And Into the Future
Stephen Abram (see just above) isn't our only librarian, educator, and future-watcher! Carolyn Foote also chose to peer ahead at the future of the profession this issue, basing her comments on her own vast experience and on thoughts and writings gleaned from sources such as the book Library 2023 and the Center for the Future of Libraries "Trend Report."
Column/Idea Watch
Posted 01 Dec 2017
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Column/Editor’s Notes
Posted 01 Dec 2017
- Nov/Dec 2017 Issue
By
David Hoffman
THE NEW MEDIA CENTER–Revisiting Expanding Collections of Primary Source Sets
Primary source sets are collections of multiple individual primary source artifacts surrounding a specific theme or topic. The sets are free, quality "go-to" tools for teachers needing resources and ideas, as well as for media specialists collaborating with teachers or identifying appropriate resources for teachers. Mary Alice looks this issue at what's new in this area from the Library of Congress and the Digital Public Library of America.
Column/The New Media Center
Posted 01 Sep 2017
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Mary Alice Anderson
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Virtual reality was a hot topic at Austin's SXSWedu and SXSW Interactive conferences this past March. Carolyn looked and listened, with an ear to learning how VR can best be used in educational settings, and how to "not only consume it but turn our attention to student creation and what students can learn from being intentional creators of VR content."
Column/Idea Watch
Posted 01 May 2017
- May/June 2017 Issue
By
Carolyn Foote
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Column/The Pipeline
Posted 01 May 2017
- May/June 2017 Issue
By
Stephen Abram
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