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4 K-12 Ed Tech Trends to Watch in 2018

EdTech Magazine

Using the mobile and online technology already in place, students can better track and tailor their academic experiences ,” writes Lynch. Education expert Matthew Lynch notes on his blog “The Tech Edvocate,” that data analytics tools in the classroom will also be increasingly used as a way for students to track their own achievement.

Trends 233
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It’s 2020: Have Digital Learning Innovations Trends Changed?

Edsurge

The primary trends identified by the team were: adaptive learning, open education resources (OER), gamification and game-based learning, MOOCs, LMS and interoperability, mobile devices, and design. Delivering these models to a differentiated population of educators and learners requires an adaptive approach.

Trends 194
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New Markets Venture Partners Adds $30 Million, Former Gates Foundation Executive to Edtech Fund

Edsurge

The four focus areas include career credentialing, digital and adaptive learning platforms, STEM and computer science instructional tools and data analytic services for schools.

EdTech 135
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What’s New: New Tools for Schools

techlearning

Amplify Fractions covers math standards in grades 3–6 and uses adaptive learning, interactive storytelling, and a personalized digital tutor to help students conquer fractions. The system allows any organization to deliver live 360 4K video to viewers on computers and mobile devices.

Tools 54
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K-12 Dealmaking: Knewton Raises $52M; Imagine K12 Merges with Y Combinator

Marketplace K-12

In addition, the sector saw several new partnerships spring up, such as Edmentum’s new partnership with WebbAlign and Learning Forward joining forces with Amplify, the former digital education division of News Corp. Founded in 2011, Imagine K12 has funded over 80 companies, including Remind , Class Dojo and Panorama Education.

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Ed Tech News, a New Podcast, and the Hack Education Roundup!

The Learning Revolution Has Begun

Responding to President Obama''s call to train 100,000 teachers in STEM subjects in the next 10 years, Google and 80 other organizations have founded 100Kin10. This includes video games, mobile games and the like. According to the report, 38% of kids in this age range are playing mobile games, up from 8% in 2009.

Knewton 43
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Cash Awards Honor Faculty and Institutions for Innovative Use of Digital Tools

Edsurge

The awards focus on underrepresented students because college remains our country’s greatest driver of socioeconomic mobility,” Barajas-Murphy says. Why the focus on low-income and first-generation students?

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