PaperC - 0 views
Interactive Math Game - 0 views
Global Issues in Context - 0 views
Spezify - 0 views
Carnegie-IAS: The Opportunity Equation: Introduction: A Moment of Urgency and Opportunity - 0 views
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What kind of schools and systems of education does America need to transform mathematics and science education and deliver it equitably and with excellence to all students? The Commission believes that the magnitude of the challenge demands transformative change in classrooms, schools, and education systems. Educators, students, parents, leaders of universities, museums, and the business and professional communities, scientists and mathematicians, and public officials at all levels will need to embrace a new understanding that the world has shifted dramatically-and that an equally dramatic shift is needed in educational expectations and the design of schooling.
TeachPaperless: From the Horse's Mouth: a Textbook Editor Responds - 0 views
News Monitoring and World News Statistics - Geographical Media - 0 views
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Geographical Media is a news monitoring tool designed to make it easy to follow news and find statistics about the people, places and other things you are most interested in. We read thousands of news articles a day from news sources from all around the world and identify who, what and where they are about.
Students say using tech to cheat isn't cheating - 0 views
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A new poll conducted by the nonprofit organization Common Sense Media suggests that students are using cell phones and the internet to cheat on school exams. What's surprising, however, is not just the alarming number of students who say they cheat, but also the number of students who think it's OK to do so.
ThinkBalm publishes business value study « ThinkBalm: Immersive Internet insi... - 0 views
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Nearly 30% of survey respondents (19 of 66) said their organization recouped their investment in immersive technologies in less than nine months, once their project(s) launched.
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The top motivations for investment in immersive technology in 2008 /1Q 2009 were enabling people in disparate locations to spend time together, increased innovation, and cost savings or avoidance.
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Early implementers are choosing the simplest use cases first. The most common were learning and training (80%, or 53 of 66 respondents focused on this use case) and meetings (76%, or 50 of 66 respondents). Some intend to take on more complex use cases in 2010 or 2011.
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