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An Educator's Guide to Technology and the Web
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Internet @ Schools

May/June 2017: Features

TOOLS FOR LEARNING - Hands-On Handheld Tools: Getting a grip on some great technology for learning

Here are somewhat physical artifacts, actual or nearly actual objects that you can pick up and use. They have some weight, they involve dexterity, they are extensions of our hands and minds, and they do well to serve us in learning and experiencing the world around us.
 

May/June 2017: Product Reviews

eBackpack

eBackpack is a management system that assigns, annotates, collects, and grades assignments and assessments. It offers classroom management, online file storage, and collaboration tools.

Gizmos

Think of Gizmos as interactive digital gadgets or interactive online simulations, programs intended to teach students science and math concepts by explaining, illustrating, and giving practice. The 400-plus Gizmos are aligned to the latest standards and are useful in nearly any educational setting, especially as textbook supplements.

Prepmagic

Prepmagic uses interactive simulations to provide science education for high school students. Teachers can customize the lessons and utilize live formative science assessments.
 

May/June 2017: Columns

EDITOR'S NOTES: Mobility, Flexibility, and the Power of Access

THE PIPELINE: What’s in the Pipeline? Part 2. What I Watch

Since change is the norm, and staying on top of things is obligatory, Stephen keeps watch! Here, he discusses some trends that continue from the past and some that are just entering our field of vision now. And he offers up "a highly personal list of the kinds of stuff [he finds] interesting to track."

IDEA WATCH: Mobile Technology Goes Virtual–Using Virtual Reality in Education

Virtual reality was a hot topic at Austin's SXSWedu and SXSW Interactive conferences this past March. Carolyn looked and listened, with an ear to learning how VR can best be used in educational settings, and how to "not only consume it but turn our attention to student creation and what students can learn from being intentional creators of VR content."
 
 
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