The newly revised guide for teachers, “Exchange 2.0 Technology-Enabled International Interaction,” has just been released. The guide was originally developed for the U.S. Department of Education and is now hosted by the Connect All Schools.
Nielsen released a report on how the Class of 2011 engages with media, finding that — no surprise — teens out-text any other age group, more than doubling the rate of the next highest age group. (That’s an average of 3364 texts per month for 13-17 year olds and about 1640 for 18-24 year olds.) Although teens are the heaviest users of mobile video, they watch less television than any other age group.
Note-taking app Evernote introduced a new app this week, Evernote Peek. It’s the first app of its kind, taking advantage of the new Smart Cover for iPad. The app lets you turn your Evernote notes into flash cards, quizzing yourself using the Smart Cover to hide the answers.
Apple released an update to its e-books app, iBooks. Among the new features is a built-in “read aloud” option for select children’s books.
The Kauffman Foundation‘s new education technology accelerator program graduated its inaugural class of start-ups this week. The 23 participating entrepreneurs had participated in a four-month long program.
SwoopThat, a new launch, promises an easier way to comparison-shop for textbooks. The student-built site pulls course information and helps locate the places where the cheapest versions of textbooks can be found, assessing new and used books, rentals and e-books, as well.
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.