Nickelodeon today unveiled its new mobile streaming subscription service called Noggin, which will be aimed at preschoolers and priced at $5.99 per month when it launches next month. Parent company Viacom had previously announced the forthcoming service’s arrival in January, noting also that it would not require households to have a cable or satellite TV subscription in order to access its content.
Nickelodeon says that’s it’s also in discussions with distributors about making Noggin available to authenticated pay TV subscribers as a “premium complement.”
The service will first arrive as a mobile application for iPhone, iPad and iPod touch beginning on March 5, the company says. Read More
One goal I've had over the last few weeks is to use Dash and Dot to teach and enhance the new Code.org computer science curriculum. I've loved how the robots take the lessons in new directions and really help the students see a 3d representation of what the characters on the screen are doing. Read More
To make sense of the broad and complex world of games and learning, we’re inclined to create neatly organized lists and categories. The truth is that there are so many different kinds of learning games, it’s difficult to break them down into clear-cut categories. Especially in an atmosphere of ed-tech entrepreneurship that aims to disrupt our habitual way of thinking about education, familiar classification structures can sometimes hold us back more than they move us forward.
It feels contradictory to divide up the learning games landscape after arguing, earlier in this series, that games can help address the educational need to break down the boundaries between traditional academic content areas. Taxonomy is always tricky and useful only to the degree in which it simultaneously acknowledges ambiguity and fuzziness. But to make it easier to digest, let’s explore some classifications. Read More
According to Code.org, 90 percent of U.S. schools are not teaching any computer science. Eyebrows have been raised this year as the U.K. passed a plan to educate every child how to code.
In my opinion, parents of every student in every school at every level should demand that all students be taught how to code. They don't need this skill because they'll all go into it as a career -- that isn't realistic -- but because it impacts every career in the 21st century world. Any country recognizing that will benefit in the long term. Here's how you can start. Read More
"It will be a game changer when people realize skills are more important than degrees and this becomes the national conversation." Wait, what? Who said that? Dr. Vince Bertram, President and CEO of Project Lead The Way, is a passionate voice for improving education to inspire students in areas that will positively affect their lives, their decisions, and their careers, not to mention our country's workforce and economy as a result. Bertram is a well-respected and sought after thought leader in education and STEM issues. Read more to see how his experience and beliefs shape his vision and his work... Read More
We know that women are underrepresented in math and science jobs. What we don't know is why it happens.
There are various theories, and many of them focus on childhood. Parents and toy-makers discourage girls from studying math and science. So do their teachers. Girls lack role models in those fields, and grow up believing they wouldn't do well in them.
All these factors surely play some role. A new study points to the influence of teachers' unconscious biases, but it also highlights how powerful a little encouragement can be. Early educational experiences have a quantifiable effect on the math and science courses the students choose later, and eventually the jobs they get and the wages they earn. Read More
No parent easily swallows the idea that their child would intentionally harm another kid. "OK, maybe if Emma were strongly provoked... But even that's not likely. She's so sweet. Not at all a mean kid!" Your daughter may well just as you say. And yet... according to 2011 data from the Institute of Education Sciences, nearly one-third of middle and high school students report being bullied at school. Roughly the same percentage of students report having been cyber-bullied. I wonder how many more aren't willing to report it.
I dislike the word bully. It is overused and has no educational value. In order to reduce peer aggression, children need our help in identifying the behavior so they can name it and effectively address it in themselves and others. Instead of "bully" I prefer to use the word intimidator: Someone who uses strength, threats and power to influence, harm, frighten and/or manipulate those who are weaker. Read More
What motivates students? I’m continually asking myself this question. I can now say I’ve found my answer: Minecraft. "Why play Minecraft in school?" is a question others often ask me. For me, the answer is simple. KIDS LOVE IT! And if kids already have a passion, I try to fuel it.
MinecraftEdu is a modification, or “mod,” of the “regular” consumer version of Minecraft. The Edu version is available only for schools and includes a Tutorial World to help students learn game basics like movement, jumping, running, and digging. One of the best things about MinecraftEdu is that many of the advanced features of the “regular” game (admin tools, freezing students, world edit tools, server setup) are built right into the teacher interface. Read More
After reading online reviews and testing the app with my students for several weeks, I can endorse Book Writer as the best eBook creator for iOS. Compared to similar apps, Book Writer offers more multimedia features and is better suited for a large age range.
With this app, teachers can incorporate technology into the creative process, motivating and empowering students to bring their stories to life. Because Book Writer offers more tools to facilitate the book-making process, it rises above the competition. Read on to learn more about the app’s features and what makes it the best in its class. Read More
Unless you're single, you might not be familiar with dating apps such as Tinder, where users can quickly swipe through prospective dates. But it's likely your teen knows all about these apps -- even though they're mostly designed for adults. According to the company's own estimates, about 7 percent of Tinder's users are age 13 to 17.
Although adults use these apps both for casual hookups and for scouting out more long-term relationships, they're risky for teens. For starters, although many of the apps aren't intended for them, it's easy for savvy teens to get around registration-related age restrictions. Secondly, adults can pose as teens and vice versa. Location-sharing increases the potential for a real-life meeting; less dangerous but still troubling is the heavy emphasis on looks as a basis for judgment. Read More