Strategies to help students determine determine whether a video has been altered include analyzing what motivates people to create fakes in the first place.
The partnership benefits the New Jersey students, who are learning accessible design and to create with empathy and imagination, as well as the blind and visually-impaired kids, who not only get to play the games but have a voice in the process.
The new website provides teachers with information on Penguin Random House titles, teaching guides, and resources to improve student literacy.
High-profile educators like to talk about tech tools and other products they like. We need to know if they’re being paid to do so.
School libraries are key to information literacy, and investment will drive impact.
After receiving requests from parents, Osmo has created an educational game for children age 3-5 that seamlessly weaves digital and physical play.
Inspiring projects, discussions of diversity, equity, and inclusion, and creating with—not just consuming—augmented and virtual reality were just some of the highlights of ISTE 2019.
Library Ideas debuts Immersive Reality Books, a new line of children’s nonfiction titles featuring integrated virtual reality and augmented reality content.
Visual literacy demands increasingly sophisticated tools to expand kids' critical skills.
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