"Ever wondered about the impact apps and devices like the iPad are having on the classroom in 2012. Many students this year will start their school year using tablet computers. A new infographic reveals that 1.5m iPads are being used in classrooms and that there are 20,000 education apps available. "
"A long-tested curriculum for middle schoolers that blends algebra and geometry concepts with the programming of games is getting a new boost. Bootstrap, which has been around for about six years, is teaming up with Code.org and the New York City Foundation for Computer Science Education (CSNYC) to help educators learn how to teach students algebraic and geometric concepts with computer programming.
The middle school curriculum, developed by Bootstrap, is free and aligns with the Common Core math standards. The organization also offers paid professional development workshops at locations around the country."
"Why use video games in the classroom as teaching tools? Let's be clear-we've come a long way from Asteroids and Space Invaders. The modern capabilities and designs of computer games provide endless opportunities for meaningful learning experiences.
Used appropriately and effectively, technology can make a difference in students' lives and affect their attitude toward school in a positive way. So ditch the old stereotypes and misconceptions you may have about the ill effects of video games and reframe your perception in the light of using them to enhance learning.
Gamification of classrooms isn't a new idea. The components of the gaming world lend themselves well to self-directed learning, because gaming taps into the variables which inherently motivate the desire for progress.
In fact, using a set of constructs called game mechanics one could conceivably create situations that enhance learning by incorporating the kinds of motivating strategies found in today's best video games.
Whether you choose to "gamify" your physical classroom all the way or only use video games as an occasional learning enhancement, making learning fun will positively reinforce students' experiences of school. Here are some suggestions on how to successfully use video games in the classroom."
"A.I. that responds to your voice. Next-generation wireless networks. If this year's biggest consumer technology trends have a familiar ring, there's a reason for that."