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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? In 2014, only one in four students had direct access to technology in class. Today, 95% of high school students access schoolwork on their smartphones whenever and wherever they need it. Hint: It burned.

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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. It’s a transformation that’s been largely driven by the unprecedented pace of technological advancement. And guess what? ” Both critical thinking skills (e,g.,

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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. Department of Education’s national educational technology plans.).

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National Bullying Prevention Month–October

Ask a Tech Teacher

Wikipedia defines “cyberbullying” as: the use of information technology to repeatedly harm or harass other people in a deliberate manner. 7% of high school students commit suicide, some because of cyberbullying: On October 7, 2003, Ryan Halligan committed suicide by hanging himself [after being cyberbullied by high school classmates].

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National Bullying Prevention Month

Ask a Tech Teacher

Wikipedia defines “cyberbullying” as: the use of information technology to repeatedly harm or harass other people in a deliberate manner. 7% of high school students commit suicide, some because of cyberbullying: On October 7, 2003, Ryan Halligan committed suicide by hanging himself [after being cyberbullied by high school classmates].

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Can Virtual Reality Improve Education?

EdTech4Beginners

Advancements in VR Technology. VR technology is increasing at a rapid pace, and with each new app, there is endless learning potential. The system is comprised of a peripheral camera originating from 2003, motion controllers first released in 2010, and a headset that emerged from a personal 3D theater in 2012.

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Powerful Learning is Authentic and Challenging

Digital Promise

In this series we explore Powerful Learning, a set of principles to guide educators designing learning experiences that engage the hearts and minds of learners and incorporate technology in ways that contribute to closing the Digital Learning Gap. Cultivating these intentions has been shown to enhance students’ persistence. Take action now.

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