American 15-year-olds do about six hours of homework per week, more than kids in most other developed countries. And the amount of homework hasn't changed much since 2003, according to the Organization for Economic Cooperation and Development. Read More
Check out this infographic on the amount of time students across several countries spend doing homework.
Technology can be used in the learning process in a variety of ways.
Some are supplementary, serving the original design of the classroom and usually automate some previously by-human task or process–grading multiple choice assessments, searching for a source of information, or sharing messages and other data across large groups.
But fully integrated and embedded in the learning process, technology can be transformative–and disruptive. Below the idea of technology in learning is framed in stages, from “on learning” and externally-directed, to “in learning,” and self-directed. This is not to imply that stage 1 is “bad” and that learners should always be given free-reign with powerful technology. The age of graduated release of responsibility model (show me, help me, let me), as always, holds true here as well. Read More
Check out this infographic on the 4 Stages of The Integration of Technology In Learning
Which technology will be the gamechanger? This is a question I am often asked, and when I read Jane Bozarth’s post on Changing the Game, her answer hit the nail on the head. She said …
“The thing that is going to change the game is – the learners …". Read More
Some of the best games for learning aren’t developed with schools in mind. But these more commercial games can be tough to wedge into a classroom. Even the most motivated teachers have to sideline these games because of scarce technology, budget, and/or time.
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. Read More
Gamification in eLearning has become increasingly popular since it offers a wide range of advantages for learners and can help to make the overall eLearning experience not only more enjoyable, but more effective too.
As a matter of fact, there is actually an exact science behind why gamification in eLearning is so successful. Regardless of your audience or subject matter, gamification in eLearning can help you to create exciting, educational, and entertaining eLearning courses. Read More
Check out this Infographic 30 Facts About Gamification in eLearning
Monica Burns is an education tech blogger at ClassTechTips.com and Mike Sammartano is a secondary science teacher and the director of technology for the STEM Leadership Center. Both are Apple educators.
We asked Monica and Mike some of our top questions about how to engage our kids, the best educational apps and technological tools for learning. Read More
ZERO TO THREE’s podcast series, Little Kids, Big Questions, addresses some of the most common (and challenging) issues facing parents of babies and toddlers, such as: helping a baby learn to sleep through the night; dealing with a picky eater; and learning to set limits on children’s behavior.
These questions—and more—are covered in this series of 12 podcasts, hosted by Ann Pleshette Murphy, a past contributor to ABC’s Good Morning America Parenting Segment and Vice President of the ZERO TO THREE Board of Directors. Read More
Using some form of gamification in learning today is becoming very popular. That said, the real benefit of gamification is only realized when the program is implemented properly.
Depending on the scope of the project, the way to go about setting up the program could vary. In general, I think it is a good idea to start with something simple, and then expand from there.
Sure, there are very elaborate gamification programs for learning out there, but in many cases it took a lot of time to build them up. You need to first create the culture of gamification so that there is active participation, then investigate how to expand it. Read More
Check out this infographic on the Gamification Roadmap
Any sufficiently advanced technology is indistinguishable from magic, wrote Arthur C. Clarke. And magic was what it seemed to me to be.
I was sitting on my father’s lap steering the car. Too young and too short for my feet to reach the throttle, I still sensed the thrill and promise of auto-mobility!
Miraculously, the garage door in front of us opened. I didn’t know how it did so, but I had seen on TV a programme about telepathy. Perhaps Dad was using it.
I later discovered he had a small wireless transmitter in his pocket. It saved Mom or one of my siblings the hassle of jumping out of the car (too often in the rain) to wrestle with the overhead door. The discovery made life no less miraculous for me. Read More
After a decade-long slump, Lego has rebuilt itself into a global juggernaut. An exclusive look inside the company’s top-secret future lab.
Every September, largely unbeknownst to the rest of the company, a group of around 50 Lego employees descends upon Spain’s Mediterranean coast, armed with sunblock, huge bins of Lego bricks, and a decade’s worth of research into the ways children play. The group, which is called the Future Lab, is the Danish toy giant’s secretive and highly ambitious R&D team, charged with inventing entirely new, technologically enhanced "play experiences" for kids all over the world. Or, as Lego Group CEO Jørgen Vig Knudstorp puts it, "It’s about discovering what’s obviously Lego, but has never been seen before." Read More