Microsoft announced a $15 million investment over the next three years that will go towards the research and development of immersive learning technologies, including game-based instruction and a lifelong learning digital archive.
Amazon is launching a textbook lending program for the Kindle. The Kindle Textbook Rental program will enable students to rent electronic versions of their textbooks (when available, of course) for a period of 30 to 360 days. Although more publishers are making textbooks available in a digital format, it isn’t clear that by renting books that students will save any money, particularly when there’s still the option to buy books used.
Education-oriented blog host Edublogs has made all of its blogs ad-free, including its free blogs.
The adaptive learning platform PrepMe has been acquired by Ascend Learning, which in turn is owned by Providence Equity Partners, the firm that recently acquired the learning management system Blackboard.
Wolfram, the makers of the math software Mathematica and the computational knowledge engine Wolfram Alpha, has released a new document format. The Computable Document Format (CDF) is designed to include real-time interactivity and computation into documents, so that readers can actually manipulate inputs in graphics, rather than just look at static images. The new format, if adopted widely, could have a lot of potential for math and science textbooks, among other things.
The Pew Internet and American Life Project released a compilation of its research, highlighting the technology use of college students. Young people across the board — whether in school or not — tend to use the Internet more than the general population. But Internet usage is even higher for undergraduates and graduates. 93% of grad students have broadband at home, compared to just 66% of the general adult population. Undergraduates were less likely than non-students to own desktop computers, and 88% of them (and 93% of graduate students) own laptops.
According to a study by the Teachers College at Columbia University, community college students perform more poorly in online courses than they do in face-to-face ones. Researchers found an 8-point gap in completion rates between the two.
Google introduced a new feature for Google Scholar, its academic search engine. Google Scholar Citations will allow scholars to track the metrics on their citations and will also give them a way to create public profiles where their publishing history can be viewed.
A new study from University of Rhode Island researchers has found that sexting is very common among college students. Nearly 80% of college students surveyed said they’d received sexually suggested texts. The vast majority of these were sent to someone they were in a relationship with, but 10% were sent without consent.
Digital textbook platform Coursesmart unveiled a new HTML5 reader this week, providing on- and offline access to its Web-based textbooks.
PC World reports that the latest version of the One Laptop Per Child devices are under development. They will include solar charging and satellite Internet functionality. One interesting note: according to the report, the OLPC machines will ditch the Windows operating system and are investigating alternatives, including Google’s new Chrome OS.
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.