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An Educator's Guide to Technology and the Web
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Breaking News & Xtra Features

Breaking News
  

Panorama Education Launches Panorama Student Success

News/Breaking News - Posted 20 Apr 2017

PBS Announces Educators Selected for the 2017 Digital Innovators Program

News/Breaking News - Posted 18 Apr 2017

Neste Launches Environmental AR Gaming Platform EduCycle

News/Breaking News - Posted 17 Apr 2017

Discovery Education and Jackson Charitable Foundation Launch Elementary School Financial Literacy Program “Cha-Ching Money Smart Kids”

News/Breaking News - Posted 17 Apr 2017

Learning.com and Codesters Partner to Develop EasyCode Pillars, a K-8 Interactive Coding Curriculum

News/Breaking News - Posted 17 Apr 2017

CoSN Launches New Peer-to-Peer Resource for District Leaders

News/Breaking News - Posted 04 Apr 2017

Smithsonian and Lenovo Collaborate to Advance STEAM Learning

News/Breaking News - Posted 31 Mar 2017

ASCD Introduces ASCD Student Growth Center and the Center’s First Product, GoalWorks

News/Breaking News - Posted 24 Mar 2017

Logitech Introduces Rugged Combo for the New 9.7-inch iPad

News/Breaking News - Posted 21 Mar 2017

New Enhancements to Discovery Education’s Digital Services Boost Educators’ Ability to Connect with Peers and Differentiate Instruction

News/Breaking News - Posted 20 Mar 2017

Follett Now Offers Haese Mathematics as Part of International Baccalaureate Content

News/Breaking News - Posted 15 Mar 2017

EBSCO eBooks Reaches One Million Title Mark

News/Breaking News - Posted 10 Mar 2017
 

Features

  

Gaming in the Classroom: Some Research

Research on gaming in education is still in its infancy. Some of the challenges include inconsistent definitions of gaming and gamification with researchers, difficulty with creating truly random student groupings, lack of control groups, and the continuing growing field of games in education. In addition, much of the research tries to evaluate characteristics such as motivation and engagement that are difficult to objectively measure.
Editorial/Features
Posted 01 Sep 2017
- Sep/Oct 2017 Issue By

TOOLS FOR LEARNING - Spirit of Play, Game-Based Learning--A Serious Look at Companies ‘Gaming the System’ for Academic Excellence

Gaming in education is big, and growing bigger, which prompts questions such as "How will serious games integrate into existing learning experiences?" and "Are they actually proven to get results?" Victor offers some thoughts from a market report, then lays out "games, games, games," plus some resources for more information.
Editorial/Features
Posted 01 Sep 2017
- Sep/Oct 2017 Issue By

TOOLS FOR LEARNING - Hands-On Handheld Tools: Getting a grip on some great technology for learning

Here are somewhat physical artifacts, actual or nearly actual objects that you can pick up and use. They have some weight, they involve dexterity, they are extensions of our hands and minds, and they do well to serve us in learning and experiencing the world around us.
Editorial/Features
Posted 01 May 2017
- May/June 2017 Issue By

Teaching Website Evaluation: The CRAAP Test and the Evolution of an Approach

Website evaluation is now a vital, lifelong learning skill, especially in this era of "alternative facts." Teaching it has been and remains a challenge that author Cara Berg has found California State University's CRAAP test (don't laugh!) well-suited for. Read on to learn from their experience.
Editorial/Features
Posted 01 Mar 2017
- Mar/Apr 2017 Issue By
 

Columns

  

THE NEW MEDIA CENTER–Revisiting Expanding Collections of Primary Source Sets

Primary source sets are collections of multiple individual primary source artifacts surrounding a specific theme or topic. The sets are free, quality "go-to" tools for teachers needing resources and ideas, as well as for media specialists collaborating with teachers or identifying appropriate resources for teachers. Mary Alice looks this issue at what's new in this area from the Library of Congress and the Digital Public Library of America.
Column/The New Media Center
Posted 01 Sep 2017
- Sep/Oct 2017 Issue By

IDEA WATCH: Mobile Technology Goes Virtual–Using Virtual Reality in Education

Virtual reality was a hot topic at Austin's SXSWedu and SXSW Interactive conferences this past March. Carolyn looked and listened, with an ear to learning how VR can best be used in educational settings, and how to "not only consume it but turn our attention to student creation and what students can learn from being intentional creators of VR content."
Column/Idea Watch
Posted 01 May 2017
- May/June 2017 Issue By

THE PIPELINE: What’s in the Pipeline? Part 2. What I Watch

Since change is the norm, and staying on top of things is obligatory, Stephen keeps watch! Here, he discusses some trends that continue from the past and some that are just entering our field of vision now. And he offers up "a highly personal list of the kinds of stuff [he finds] interesting to track."
Column/The Pipeline
Posted 01 May 2017
- May/June 2017 Issue By

EDITOR'S NOTES: Mobility, Flexibility, and the Power of Access

Column/Editor’s Notes
Posted 01 May 2017
- May/June 2017 Issue By

THE NEW MEDIA CENTER–Integrating Technology Then … And Now: From Computer Lab to Design Flexibility

Integrating technology in education has been a catalyst for significantly repurposing the physical structure and programs of school media centers. Mary Alice queried some colleagues for help in looking back at the process during the past couple of decades to see how it has evolved and to see what works bestfor today and the future.
Column/The New Media Center
Posted 01 Mar 2017
- Mar/Apr 2017 Issue By

EDITOR'S NOTES: Communicating With the World and Each Other

Column/Editor’s Notes
Posted 01 Mar 2017
- Mar/Apr 2017 Issue By
 

CyberBee’s Web Pick
For August 15, 2017: Want to create movies with a flare? Try using a green screen to add another dimension. Green Screen by Do Ink will get you started.
 

Prepmagic

eBackpack

Gizmos

Languagenut

EnglishCentral

 

POPULAR ARTICLES

TOOLS FOR LEARNING - Spirit of Play, Game-Based Learning--A Serious Look at Companies ‘Gaming the System’ for Academic Excellence

Gaming in education is big, and growing bigger, which prompts questions such as "How will serious games integrate into existing learning experiences?" and "Are they actually proven to get results?" Victor offers some thoughts from a market report, then lays out "games, games, games," plus some resources for more information.
Posted 01 Sep 2017

THE NEW MEDIA CENTER–Revisiting Expanding Collections of Primary Source Sets

Primary source sets are collections of multiple individual primary source artifacts surrounding a specific theme or topic. The sets are free, quality "go-to" tools for teachers needing resources and ideas, as well as for media specialists collaborating with teachers or identifying appropriate resources for teachers. Mary Alice looks this issue at what's new in this area from the Library of Congress and the Digital Public Library of America.
Posted 01 Sep 2017

Gaming in the Classroom: Some Research

Research on gaming in education is still in its infancy. Some of the challenges include inconsistent definitions of gaming and gamification with researchers, difficulty with creating truly random student groupings, lack of control groups, and the continuing growing field of games in education. In addition, much of the research tries to evaluate characteristics such as motivation and engagement that are difficult to objectively measure.
Posted 01 Sep 2017
 
 
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