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
Drawing on their expertise in mobile learning (m-learning), EDC staff members will present several innovative ideas at the second annual mEducation Alliance International Symposium. The conference, which will focus on using mobile technologies to improve literacy and job skills and create partnerships, will be held September 5–7 in Washington, D.C.
The Somali Interactive Radio Instruction Program (SIRIP) provides high-quality interactive audio programs to Somali children attending formal, non-governmental, Quranic and community schools. With the assistance of the audio programs, teachers lead the classes and are thus trained in interactive teaching methods which include stories, activities, educational songs and other forms of active learning pedagogy. Supplemental materials accompany the programs, providing schools with the resources to support sound, primary-level instruction.
The Shaqodoon program was created to provide Somali youth with greater access to training, internships, work and self-employment opportunities in order to productively engage youth and add to the stability and development of the region. Shaqodoon is Somali for “jobseekers”.
In collaboration with the Institute of Computer Technology, Intel Corporation has created Teach to the Future, a curriculum to help teachers integrate technology into their classroom practice.
Teach to the Future emphasizes the use of technology by students and supports teachers in creating technology-rich units for their existing curriculum. The program trains master teachers, who in turn train classroom teachers in their own districts.
Using electronic games, Portable Word Play addresses the need for more innovative approaches to teaching and learning with games. The goal is to combine engaging, creative forms of play with instructional impact that teachers will recognize and value.
The project is designing, developing, and field-testing two video games for the handheld Nintendo DSi. The goal is to improve the general literacy and reading comprehension skills of struggling middle-grade students.
Be a Scientist! is a full-scale development project that examines the impact of a scalable STEM (science, technology, engineering, and math) afterschool program that trains engineers to develop and teach inquiry-based Family Science Workshops (FSWs) in underserved communities.
The project targets underserved youth in grades 1–5 in Los Angeles and New York, their parents, and engineering professionals. The science activities are provided in a series of FSWs that occur in afterschool programs in eight partner schools in Los Angeles and at the New York Hall of Science in New York City.