The FTC is reviewing whether technology that analyzes the geometry of a user’s face to confirm that they are an adult can be used to comply with children’s online privacy laws.

The FTC is reviewing whether technology that analyzes the geometry of a user’s face to confirm that they are an adult can be used to comply with children’s online privacy laws.
In other noteworthy deals, a Mexican ed-tech company company that makes payment software for private schools raised $19 million in GSV-led round.
A Reviewer of Games Talks About Providing Necessary Feedback for Students and Capitalizing on Student Motivation
A top reviewer of games at Common Sense Media talks about how companies can develop products that provide feedback to students, and capitalize on their motivation.
The consumer protection agency accused the video game company of misleading students into making purchases without their parents’ consent.
The acquisition of BrainPOP is part of Kirkbi’s goal to become a “global force for learning through play, be it physically or digitally,” the company says.
The Federal Trade Commission is seeking public input ahead of an October event focused on concerns about children’s ability to distinguish advertising content from entertainment.
Startup Class Technologies has acquired Anthology’s Blackboard Collaborate, and India-based Byju’s company Great Learning has acquired Northwest Executive Education.
From Piggybacking on Contracts to Providing Messaging for Customers, Purchasing Cooperatives Are a Departure From Traditional District Purchasing
Purchasing cooperatives offer potentially enormous opportunities for vendors, if they know how to navigate their distinct expectations.
Studies Offer Clarity on SEL's Ties to Educational Games, Success in the Job Market, and More
Studies have shed light on connections between SEL and educational games, economic growth, and career preparation.
Ed-Tech Companies Are Working to Support Responsible Tech Use by Students, Schools
Nearpod, Newsela, Pear Deck, Google, and BrainPOP are among the companies that are backing resources to promote responsible tech use among students.