A new report examines the digital divide for America’s K-12 public school students and teachers, finding that the ”homework gap” is larger than previously estimated.
A new report charts the pandemic-related growth in digital game use in schools, showing that perceived “usefulness” has increased acceptance.
Can handwriting (and drawing) aid learning and memory in ways that typing does not? According to a new study, the answer is a definite yes. The article published in Frontiers in Psychology summarizes the result of a study that measured brain activity in 12-year-old children and adults when writing by hand, drawing, and typing in response to describing words and copying sentences.
Is there a relationship between language aptitude and learning to code? A new study indicates that language skills may predict success in the development of coding skills.
While there is insufficient evidence to draw definitive conclusions about the efficacy of specific instructional practices, data suggests that obstacles to student engagement can be addressed through low-cost “nudges.”
A recent K-12 Dive Deep Dive explores how game design and programming can heighten a district's science, technology, engineering and mathematics curricula.
After polling 16,162 undergraduate students from 71 US institutions, EDUCAUSE has released a study on student experiences with technology: The 2020 Student Technology Report: Supporting the Whole Student. The study captures key findings and analysis, next steps, and potential opportunities.
Here are some high-level insights:
Reimagining Social-Emotional Learning in K-12 Education provides an overview of current efforts to address social and racial inequities in K-12 education.
The Math Learning Center's Box It or Bag It is a math program that provides a year's worth of whole group and independent practice for K–2 students.
Microsoft has created a number of special education and accessibility resources for educators and support staff to help assist with remote learning.