It’s estimated that only about 10 percent of K-12 schools teach computer science. Some companies are trying to fill a void in American public education by teaching kids computer programming basics. The push comes amid projections that there will be far more tech sector jobs than computer science graduates to fill them.
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A new study shows allowing fifth graders to use tablets at home and in class has potential to give them more learning opportunities.
Education researchers are beginning to validate what many teachers have long known: connecting learning to student interests helps the information stick. Here’s an example of how one algebra teacher made it work in her class.
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.
Giving children ample opportunities to develop sound investigative skills at an early age is essential to nurturing their ability to think critically and scientifically as they get older.
As more school districts roll out tablet computers to students, they’re debating how much to restrict access to certain websites and games. Some districts shut down wide parts of the Internet, but others are trying to take a more nuanced approach.
Schools have begun to recognize the importance of multimedia use in education. Fortunately, with its built-in microphone, camera, and a host of multimedia apps, the iPad is an extraordinary tool for creating and integrating multimedia into education.
Non-profit video game developer GlassLab is working with teachers and students to improve its new educational game, SimCityEDU. The game asks players to accomplish environmental science missions that are based on the Common Core State Standards and assesses student learning during play.
Mobile technology is changing learning internationally, often without fancy gadgets. Recognizing the creative learning strategies being implemented in developing countries could help expand thinking in the U.S and inform ongoing discussions about how to best use technology to deepen learning.
A growing body of evidence suggests that the most significant thing about college is not where you go, but what you do once you get there. Historian and educator Ken Bain has written a book on this subject, What The Best College Students Do, that draws a roadmap for how students can get the most out of college, no matter where they go.
Many MindShift readers were outraged that some students are missing out on valuable learning resources because of their families’ socio-economic status, while others worried that bringing mobile devices into the classroom – any classroom – invites chaos.