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20 Years of Student Feedback Drives Digital Learning

edWeb.net

Watch the Recording Listen to the Podcast Can you guess what students said was their most-used mobile device in 2003? Evans, CEO of Project Tomorrow and the founder of the heralded Speak Up Research Project, along with a panel of students, had a conversation about decades of trends and the latest shifts in digital learning today.

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Fostering Powerful Use of Technology Through Instructional Coaching

Digital Promise

While in some cases, technology is used in powerful ways to support students in developing critical thinking and collaboration skills, and to develop a sense of agency, in other situations it is used in things like drill and practice exercises, test prep, and reading online content. To learn more about our findings, read the full report.

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Characteristics of The 21st Century Classroom

Educational Technology and Mobile Learning

When I embarked on my teaching journey back in 2003, the landscape of the classroom was quite different from what we see today. Tablets, laptops, and Chromebooks have become as commonplace as notebooks, enabling students to access a vast reservoir of information and educational resources at their fingertips. link] Berger et al.

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Powerful Learning is Authentic and Challenging

Digital Promise

Learning experiences that challenge students to perform at the highest reaches of their abilities while tackling authentic and meaningful goals can drive students toward achieving their most ambitious learning goals. Students need an authentic purpose for learning 1. Get started with Powerful Learning. Chaiklin, S. Kozulin, B.

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Speak Up 2021 Congressional Briefing: Lessons Learned from a Year of Virtual School

edWeb.net

Evans, along with a panel of K-12 student voices, discussed findings from this year’s Speak Up Research Project. Focusing on student engagement, student empowerment, and equity in education, they shared key lessons educators learned during the lockdown. Student Engagement.

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How can teachers use VR in the classroom?

Neo LMS

Google Cardboard was the result of a 36-hour hackathon by Google’s education team, where staff were tasked with finding ways to boost student engagement. Launched in 2003, by San Francisco-based Linden Labs, Second Life is a comparative dinosaur in Internet Years. Google Cardboard. Second Life. Closing thoughts.

Classroom 150
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U.S. K-12 Educational Technology Policy: Historical Notes on the Federal Role

Doug Levin

” This letter marked the launch of the implementation of the first federal program dedicated to ensuring universal access to information and communications technology for improved teaching and learning in the nation’s schools. FY 2003 $700,500,000. FY 2004 $695,900,000 (President Bush’s request: $700,500,000).

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