Teachers and students can now take images from a 360-degree camera and, using tools from Google, turn them into their own “expeditions.”
As the use of virtual reality evolves in the U.S. and around the world, the next question is: what educational content will be created for it?
Three students from Hong Kong demonstrate what a new study shows: students enjoy self-directed learning with the support of a teacher.
What you can expect to hear from Bett 2018, the annual international ed-tech conference held in London.
The Finnish co-founder of MinecraftEdu is taking lessons learned from that startup and applying them to dozens of popular online games for education.
EdWeek Market Brief moderated three sessions at the recent ASU/GSV summit, all of them captured on video: on open educational resources; the Chinese education market, and the role of Amazon, Apple, Google, and Microsoft in U.S. schools.
The rapid evolution of the use of algorithms and adaptive technology in schools raises big questions about the assumptions built into machine-learning.
A set of 16 guidelines describes how companies should conduct and report ed-tech research to meet ESSA requirements and educators’ expectations.
Opportunities exist for new ed-tech companies, even amid the sea of educational technology on display at ISTE 2017.
Jonathan Knee, an investment banker and Columbia Business School professor, has studied education business failures and why some companies’ grand ambitions often result in failure.