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in title, tags, annotations or urlList of top OERs - 7 views
This article profiles some top Open Educational Resources including the Khan Academy-sponsored SmARThistory.org, a group-study platform, free or low-cost digital textbooks, and other cool ideas. ...
How to Launch a Successful BYOD Program | MindShift - 0 views
What Would You Pay for a Great Educational App? | MindShift - 1 views
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full disclosure: classmate Alex Schoenfeld first shared this with the us in the TIE facebook group :). But it brings an interesting trend in the adoption and pricing of mobile apps: Article outlining what lots of us know when it comes to moblie apps and pricing - free, $1, and $2 are the price-points that sell, and allow us to try out an app with minimal regret. But with the rise of more and more high-quailty, high-profile, and high-budget educatioanl apps, will the pricing structure change? Will parents and educators be willing to spend the prices of traditional computer software ($50 or more?) for really great mobile apps? The article brings up an interesting model that seems to already be coming to life looking at how apps are being sold and updated lately: "Donahoo and Russell propose there's a better way: subscriptions and content expansion packs. Launchpad Toys follows the latter tact. The initial price the Toontastic app for $3 (though it's currently free). Users can use that fully functioning app, or choose to add additional characters and themes with $.99 expansion packs. This way, they contend, costs are controlled; it's cheap for parents and children to evaluate an app, and the model encourages regular updates."
YouTube Offers All Schools Education-Only Link, Beefs Up K-12 Content - 3 views
Will Online Education Expand in California? - 1 views
Blowing Out the Digital Book as We Know It - 0 views
Proof in Study: Math App Improves Test Scores (And Engagement) - 7 views
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Ipad app that teaches fractions
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I tend to agree with Professor Cuban - "IPads are marvelous tools to engage kids, but then the novelty wears off and you get into hard-core issues of teaching and learning." The real challenge is to convert the initial excitement and performance improvement into sustained progress. The key may be in leveraging the increased self-efficacy of students.
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This article makes me wonder about the novelty bump you get when you try anything new. In EcoMuve, they researched the effectiveness of EcoMuve vs a new ecology classroom based activity. This tactic is measuring the effectiveness of the technology. However in these studies, if they had kids using a computer game to practice fractions, did the control group practice fractions using a classroom based activity? 15% growth is not much to get excited about.
Should Computer Science Be Required in K-12? - 1 views
New Etiquette for Using Tech, In and Out of Class - 2 views
#Pencilchat: the Ultimate Technology Metaphor - 2 views
Awesome New Apps for Building, Reading, X-Raying and More - 0 views
Is It Possible to Combine TV and Active Play? - 1 views
What Colleges Must Do to Stay Relevant | MindShift - 1 views
California Bill Pushes for Free Online College Books - 1 views
Educational Apps | MindShift - 2 views
Combining Computer Games with Classroom Teaching | MindShift - 2 views
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