Project Tomorrow has just released the results of its Speak Up 2010 survey that asked over 300,000 students (and 43,000 parents, 35,000 teachers, and 3,500 administrators) about their thoughts on technology and learning in the classroom. It found, no surprise, students’ ownership and use of technology is on the rise, with students now saying that Internet filtering – not Internet speed – is their major obstacle at school. This week, MindShift looked at students’ and teachers’ responses to the question of filtering.
Analyst firm Piper Jaffray released the results of its annual survey of teens and Apple products, suggesting that one third of teens plan to buy an iPhone in the next six months. Sam Diaz from ZDNet questions the survey (and the headlines that followed), and asks whether teens are interested in other smart phones too.
Whether or not teens want iPhones or Androids or just mobile phones in general, a new study has found that what they really want is access to the Internet. And even more so, when they don’t have access to it, they face symptoms of withdrawal and depression. That’s the findings from a University of Maryland study that asked 1,000 students from around the world to abstain from media for a day.
The Gates Foundation’s new initiative Next Generation Learning Challenges announced the winners of its first round of grants this week, with $10 million in funding going to projects aimed at boosting college graduation rates. The projects tackle blended learning, student engagement, learning analytics, and open courseware initiatives. You can read the complete list of winners here.
Kno, once the maker of a student-oriented tablet is officially getting out of the hardware business. The company has handed over the development of that technology to Intel, according to All Things D’s Kara Swisher. Kno has taken another $30 million in investment to focus now on developing educational software.
The Department of Education announced several initiatives around students’ privacy, including clarification of FERPA (the Family Educational Rights and Privacy Act) and the hiring of a Chief Privacy Officer.
Summer break presents the perfect opportunity for students to dig into games and build skills that’ll reap huge rewards when they return in the fall. Game making can be one of the best ways to get students thinking creatively while cultivating useful technical literacies, and there’s a ton of absorbing tools that students won’t tire of over the long break. Here are three options to choose from depending on the type of technology students have at home.
For educators who are interested in using games for learning — specifically towards developing skills as they relate to the Common Core State Standards — here are five games students can enjoy and that we’ve found sync with standards.
The success and popularity of Minecraft in and out of classrooms is no surprise. It’s one of the best examples of the potential of learning with games because it embraces exploration, discovery, creation, collaboration, and problem-solving while allowing teachers to shepherd play toward any subject area. But Minecraft is not the only game of this kind. Take a look at some of these.