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Articles: Classroom Integration

Using tablets, apps and YouTube videos, students at a Minnesota elementary school have added new virtual elements to paintings and other artwork, so their masterpieces include videos that not only get them engaged, but also help them better understand ideas behind the art itself.

 Cindy Elsberry is the former superintendent of Horry County Schools in South Carolina. The diverse, high-poverty district won national acclaim for its digital transformation under her leadership and was rated as one of the state’s highest-performing districts.

As one of today’s most promising models for instruction, blended learning is growing rapidly across the country. But what really is blended learning, and how can educators use it to improve student outcomes?

Although traditional projectors remain popular, many school districts now opt for ultra short-throw, interactive devicesall-in-one solutions that replace the costs and technological support once needed for whiteboards, flat screen monitors and other display technologies.

Ultra short-throw projectors—which can be mounted above a blank surface or a whiteboard—provide bright, shadowless images and can be connected to any number of display sources, including laptops and tablets.

Universal Design for Learning, or UDL, leverages the what, how and why stages of learning. (Gettyimages.com: sergey7777)

A new teaching model that’s gaining traction in classrooms bases instruction on how different areas of the brain function. The Universal Design for Learning (UDL) consists of three primary principles to leverage the what, how and why stages of learning.

Teachers at Morris School District in Illinois can call students to the SMART Notebook interactive display. Above, third-graders work on a problem in their accelerated math class.

Advances in interactive display technology expand the ability for teachers and students to collaborate in the classroom as evermore powerful mobile devices are used to share content.

Schools nationwide are under pressure from new state standards to increase students’ writing proficiency. Here's a look at some of the strategies and tools innovative districts have deployed.

More relevant library: Students from Vista USD in southern California work on a project in their school makerspace.

Future Ready Librarians expands concepts of literacy—from books to tech to STEM. The initiative also drives the nationwide transformation of libraries, as librarians take the lead in creating makerspaces in their districts.

Florida district to standardize all classrooms with NEC Display technology

As the 20th largest school district in the nation and the sixth largest school district in Florida, Duval County Public Schools has special challenges with integrating technology in every classroom.

One of the newest technologies being applied in K12 STEM coursework today is 3D printing, which helps to fuel creativity, problem solving and project-based learning while exposing students to tools they may use later in their careers. 3D printing can also be used at the middle school level to prepare students for more advanced work in high school.

Saving time in Biloxi: Technology director Mike Jennings works on a computer while John Farris, network supervisor, looks on. Biloxi Public Schools’ students use thin clients that speed up downloads and ease testing prep compared to traditional computers.

The concept of “going virtual” has been gaining traction in the IT world for years. Today, school CIOs who have taken the next step—the virtualization of desktop computers—see a new range of benefits, including increased flexibility for users, cost savings, stronger security, and more frequent updates of hardware and software.

Literacy changes taking hold in schools recognize the subject’s expansion from traditional textbooks to online readings, images and audio. New learning standards ask students to read more closely and write more analytically, meaning teachers must adapt curriculum to get students reading earlier.

In 2012, 30 percent of teachers said they use games in their lessons. In 2010, the number was only 23 percent. (Click to enlarge)

The use of game-based learning in the nation’s classrooms has doubled over the past five years. In 2015, 48 percent of teachers said they use games in their lessons, making them the second-most common form of digital content consumed in the classroom.

Custom playlist: At Horizons on the Hudson school in the Newburgh Enlarged City School District, IT specialist Joseph Catania watches students demonstrate how they use ClassLink to access SAFARI Montage for videos they need for a project.

Let’s face it, digital content—from the Khan Academy to streaming videos to adaptive learning applications—has enveloped K12 education. While some district leaders have only begun replacing printed learning materials with the new technology, other districts are going entirely digital.

From testing problem-solving skills in the survivalist block-building adventure Minecraft to reinforcing science concepts in SimCityEDU, educators are integrating games in the classroom at an increasingly rapid rate. Game-Based Learning occurs when students play a game with defined learning outcomes.

In many partnerships that bring businesses and schools together, a private or nonprofit third party serves as a bridge to the most successful collaborations.

For Inspiration and Recognition of Science and Technology (FIRST) offers extracurricular STEM activities, including an international high school robotics competition, to more than 400,000 K12 students nationwide, with mostly school-based robotics or younger LEGO League teams in 86 countries.

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