tech

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Reading in The Mobile Era 

Drawing on the analysis of over 4,000 surveys collected in seven developing countries and corresponding qualitative interviews, this report paints the most detailed picture to date of who reads books and stories on mobile devices and why.
The findings illuminate, for the first time, the habits, beliefs and profiles of mobile readers. This information points to strategies to expand mobile reading and, by extension, the educational, social and economic benefits associated with increased reading.
High-res

Reading in The Mobile Era

Drawing on the analysis of over 4,000 surveys collected in seven developing countries and corresponding qualitative interviews, this report paints the most detailed picture to date of who reads books and stories on mobile devices and why.

The findings illuminate, for the first time, the habits, beliefs and profiles of mobile readers. This information points to strategies to expand mobile reading and, by extension, the educational, social and economic benefits associated with increased reading.

Even Our Youngest Students Need Digital Citizenship Skills
image via flickr:CC | flickingerbrad

As the Internet becomes an increasingly important part of all of our lives, children are spending more time online as well. And they are doing this largely without any guidance about what is responsible or appropriate online.
My students will life in a digital world
They are already online.
Parents want help “drawing the line.”

But what should instruction look like? High-res

Even Our Youngest Students Need Digital Citizenship Skills

image via flickr:CC | flickingerbrad

As the Internet becomes an increasingly important part of all of our lives, children are spending more time online as well. And they are doing this largely without any guidance about what is responsible or appropriate online.

  • My students will life in a digital world
  • They are already online.
  • Parents want help “drawing the line.”

But what should instruction look like?

MECC Pioneer Developing Tablet Education Apps

In the early 1970s, Dale LaFrenz helped start the Minnesota Educational Computing Consortium (MECC), with the goal of getting Apple computers into each and every school district in the state. Now LaFrenz is back with his Twin Cities startup, Re@L (Real Experiences At Life), which “creates highly effective iPad apps that help kids learn more efficiently”. 




The company currently offers three sets of apps that help children develop critical thinking and problem solving skills, with the hope of inspiring a love of learning that will continue throughout their lives.

MECC Pioneer Developing Tablet Education Apps

In the early 1970s, Dale LaFrenz helped start the Minnesota Educational Computing Consortium (MECC), with the goal of getting Apple computers into each and every school district in the state. Now LaFrenz is back with his Twin Cities startup, Re@L (Real Experiences At Life), which “creates highly effective iPad apps that help kids learn more efficiently”.
The company currently offers three sets of apps that help children develop critical thinking and problem solving skills, with the hope of inspiring a love of learning that will continue throughout their lives.
Puzzle Video Games Can Improve Aspects of Cognition

The ability of video games to improve mental fitness has been the subject of considerable debate. A new study suggests playing a specific puzzle-oriented game can improve mental flexibility.
Scientists from Nanyang Technological University (NTU) in Singapore discovered that adults who played the physics-based puzzle video game Cut the Rope regularly, for as little as an hour a day, had improved executive functions.

Puzzle Video Games Can Improve Aspects of Cognition

The ability of video games to improve mental fitness has been the subject of considerable debate. A new study suggests playing a specific puzzle-oriented game can improve mental flexibility.

Scientists from Nanyang Technological University (NTU) in Singapore discovered that adults who played the physics-based puzzle video game Cut the Rope regularly, for as little as an hour a day, had improved executive functions.

New device allows brain to bypass spinal cord, move paralyzed limbs

For the first time ever, a paralyzed man can move his fingers and hand with his own thoughts thanks to a new device. A 23-year-old quadriplegic is the first patient to use Neurobridge, an electronic neural bypass for spinal cord injuries that reconnects the brain directly to muscles, allowing voluntary and functional control of a paralyzed limb.

New device allows brain to bypass spinal cord, move paralyzed limbs

For the first time ever, a paralyzed man can move his fingers and hand with his own thoughts thanks to a new device. A 23-year-old quadriplegic is the first patient to use Neurobridge, an electronic neural bypass for spinal cord injuries that reconnects the brain directly to muscles, allowing voluntary and functional control of a paralyzed limb.

I post this every year, because it’s a great resource for future edtech trending (for you highered folks here’s your edition). I use it at our school as a strategic planning resource.

The internationally recognized NMC Horizon Report series and regional NMC Technology Outlooks are part of the NMC Horizon Project, a comprehensive research venture established in 2002 that identifies and describes key trends, significant challenges, and emerging technologies likely to have a large impact over the coming five years in education around the globe. This volume, the NMC Horizon Report > 2014 K-12 Edition will examines emerging technologies for their potential impact on and use in teaching, learning, and creative inquiry within the environment of pre-college education.
High-res

I post this every year, because it’s a great resource for future edtech trending (for you highered folks here’s your edition). I use it at our school as a strategic planning resource.

The internationally recognized NMC Horizon Report series and regional NMC Technology Outlooks are part of the NMC Horizon Project, a comprehensive research venture established in 2002 that identifies and describes key trends, significant challenges, and emerging technologies likely to have a large impact over the coming five years in education around the globe. This volume, the NMC Horizon Report > 2014 K-12 Edition will examines emerging technologies for their potential impact on and use in teaching, learning, and creative inquiry within the environment of pre-college education.

Creating Anytime, Anywhere Learning for All Students: Key Elements of a Comprehensive Digital Infrastructure

While connecting the nation’s schools and libraries to the internet by modernizing and expanding the federal E-rate program currently dominates education technology efforts, a new report from the Alliance for Excellent Education urges that adequate broadband access be accompanied by a comprehensive “digital infrastructure” that unlocks the potential technology to enhance student learning. This report adopts a broader definition of digital infrastructure that includes professional learning, changes in pedagogy, parent and community engagement, and assessment and data systems.

Creating Anytime, Anywhere Learning for All Students: Key Elements of a Comprehensive Digital Infrastructure

While connecting the nation’s schools and libraries to the internet by modernizing and expanding the federal E-rate program currently dominates education technology efforts, a new report from the Alliance for Excellent Education urges that adequate broadband access be accompanied by a comprehensive “digital infrastructure” that unlocks the potential technology to enhance student learning. This report adopts a broader definition of digital infrastructure that includes professional learning, changes in pedagogy, parent and community engagement, and assessment and data systems.