The latest in the developer's transportation series provides templates for viewers to get their app designs rolling.
The best go beyond challenging to engage players on a number of levels: through distinct but readable design, evolving mechanics or difficulty, and repetitive but soothing soundtracks.
When I decided to incorporate more tech in the library, it made sense to connect it to my Read Woke initiative.
After receiving requests from parents, Osmo has created an educational game for children age 3-5 that seamlessly weaves digital and physical play.
Now in its 15th year, the Summit will also include a tech playground and author panel. Breakout sessions will cover technology, community engagement, fighting budget cuts proactively, and providing equity for students.
Largely rooted in STEM, high school makerspace CTE programs are fueled by new job opportunities that students can dip into before college or career training.
The much anticipated best apps, chosen by the American Association of School Librarians (AASL) each year, were announced on Saturday, alongside the best websites. But it was for the last time—the lists will be merged into a single best learning tools annual list beginning in 2020.
A trio of games that complement this year’s Collaborative Summer Reading theme emphasize the need for players to work together when faced with galactic danger.
The organizer of popular all-ages summer STEAM and maker programs shares expertise on planning, staff training, and activities.
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