In an article discussing the iCarly television program, Shelley Pasnik of EDC’s Center for Children and Technology discusses how the program was ahead of its time in terms of how young people interact with technology.
Lesley Reilly of EDC’s EdTech Leaders Online says that using Twitter in online courses or communities provides for backchannel conversations that are great for large meetings. Also, she says, creating a hashtag makes it easy for students to participate on mobile devices.
Working with science and education professionals, a group of youths will design, build, and staff a virtual science center. Over the course of the project, the youth will acquire Science, Technology, Engineering and Math (STEM) knowledge and a range of information and communication technology (ICT) competencies. EDC will conduct the project’s evaluation, looking at the youth’s understanding of science concepts and their development and articulation of ICT workforce skills.
This three-year project, funded by the Bill & Melinda Gates Foundation, will create, test, and scale a suite of digital tools that will help teachers develop effective instructional routines and their own curricular resources for teaching middle-school social studies and history with primary sources.
The HP LIFE e-Learning program, developed by EDC and HP together with a team of partners, includes free, interactive online courses to help budding entrepreneurs create, establish, and grow successful businesses. The program is being widely disseminated in time for Global Entrepreneurship Week, November 12–16.
EDC is cosponsoring the 9th annual Massachusetts STEM Summit for policymakers, educators, and business leaders to discuss education initiatives in science, technology, engineering, and mathematics, and progress on implementation of the statewide STEM plan. The summit will be held October 18 at Gillette Stadium in Foxborough, Massachusetts.
EDC was awarded a literacy innovation grant from the U.S. Agency for International Development. EDC’s innovation will be piloted in the Philippine and centers on developing low-cost mobile phone technology to improve the collection and use of student reading performance data.
How can digital games support conceptual learning? And how can games be made accessible and useful for teachers? Those are the questions addressed by Possible Worlds, a five-year research and development effort led by EDC.
The U.S. Agency for International Development (USAID) today awarded EDC a literacy innovation grant as part of the international education competition All Children Reading: A Grand Challenge for Development.
Electronic Teacher’s Guide, or eTG, is a research and development project of EDC. The aim of eTG is to enhance the ability of teachers to provide science education.
The project will:
Develop a prototype eTG
Conduct classroom-based studies to determine the impact of eTG on teachers’ learning and practice, particularly in relation to the fidelity with which teachers modify and adapt instructional materials at the secondary level