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  1. Added Dec 15, 2007 by ljsylvan and 1 other
    Gamelab Institute of Play promotes GAMING LITERACY--the play, analysis, and creation of games--as a foundation for learning, innovation, and change in the 21st century. Through a variety of programs centered on game design, the Institute of Play engages audiences of all ages, exploring new ways to think, act, and speak through gaming in a social world. Participants call themselves writers, designers, readers, performers, teachers, and students. We just call them gamers.
  2. Added Dec 04, 2007 by jbookin
    Finland stays top of global class Finland and South Korea remain among the superpowers of education, according to a major international study. The three-yearly Programme for International Student Assessment (Pisa) shows that the two countries are in the top five for reading and maths.
  3. Added Dec 03, 2007 by ljsylvan and 1 other
    Apple enables educators to expand their curriculum to meet the mobile and media-rich learning styles of today’s students. iPod extends teaching and learning beyond the normal classroom hours, allowing students to easily and continuously learn. iTunes and iLife let them access, create, share, and communicate knowledge, and iPod provides students the ability to learn as they live — on the go.
  4. Added Nov 28, 2007 by linem and 2 others
    My conversion from video game critic to buyer is due in large part to some recent research showing that so-called active video games, like those played on the Wii, aren’t like the sedentary games played by the Atari generation. Far from creating couch potatoes, these games compel players to dance, jump and sweat.
  5. Added Nov 25, 2007 by aseldow
    Description: Articles about Web 2.0 applied to Education, e-Learning 2.0, University 2.0. More resources: Universidad 2.0, Web Educativa 2.0. Proudly improved thanks to Biblioteca 2.0 and Cristian Cabezas. The origin of this reader was preparing my speech The Web 2.0 and the role of the University at UOC UNESCO Chair in Elearning Fourth International Seminar: Web 2.0 and Education.
  6. Added Nov 20, 2007 by ablanco
    His idea: Turn educational achievement into a brand and market it to minority students as successfully as sneaker companies, video-game makers, and hip-hop clothing labels have marketed their stuff.
  7. Added Nov 18, 2007 by ljsylvan
    Some public high schools are giving students lab experiences that approach, or even exceed, those found in university settings. And some teachers see an economic payoff in all of this. Biotechnology, for example, remains a promising field, and companies in the industry have less math-intensive demands than electronics and computing employers. So biotech is a popular field with students and is emerging as an educational proving ground.
  8. Added Nov 02, 2007 by schwangr
    Lots of great online resources for teaching science.
  9. Added Oct 30, 2007 by linem
    A joint project between Harvard and BBN Technologies to deploy a sensor network throughout Cambridge for research and educational purposes.
  10. Added Oct 23, 2007 by schwangr
    Chemsoft offers support in several areas of Chemistry with emphasis on educational aspects. The aim is to provide learning by hands-on experience using computer simulation of phenomena and/or theoretical principles. The older topics on Gasphysics, Chemical Kinetics, Statistical Thermostatics, and Spectroscopy comprise lecture notes and demonstration programs developed by the author during his...
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