Sugar reinvents how computers can be used for education.
Sugar provides a simple yet powerful means of engaging
young children in the world of learning that is opened
up by computing and the Internet. Sugar promotes
sharing, collaborative learning, and reflection. Through
Sugar?s clarity of design, children and their teachers
use computation on their own terms; they are free to
reshape, reinvent, and reapply both software and content
into powerful learning activities. Sugar is a community
project; it is based on GNU/Linux, a free and open-
source operating system.
A number of recent reports have focused on the shortcomings of schools in adopting technology and encouraging its use for educational purposes among students. Nevertheless, according to a new report, large numbers of schools are, in some ways, taking technology to heart, integrating it into classroom activities and encouraging its use outside of school.
This guide identifies five principles that represent the media literacy education community’s current consensus about acceptable practices for the fair use of copyrighted materials, wherever and however it occurs: in K–12 education, in higher education, in nonprofit organizations that offer programs for children and youth, and in adult education.
SchoolForge's mission is to unify independent organizations that advocate, use, and develop open resources for education. We advocate the use of open texts and lessons, open curricula, free software and open source in education
Opening Up Education:
The Collective Advancement of Education through Open Technology, Open Content, and Open Knowledge
Examples of education wikis!
The latest addition to the EDUCAUSE briefing documents about new technologies for educators is finally about RSS.
A great descriptive article on podcasting with an ed flavor...
Welcome to the website for the new CoSN K-12 Open Technologies Leadership Initiative. The initiative is sponsored by Apple, IBM, Pearson Education, and the Wm. & Flora Hewlett Foundation to support the adoption and utilization of open technologies in K-12 education around the world.
The 2007 Horizon Report identifies 6 emerging technologies likely to have a large impact on teaching, learning, or creative expression within higher ed in the next 1-5 years: user-created content, social networking, virtual worlds, mobile phones, massively multiplayer educational gaming,