Create Immersive Virtual Reality with Storyspheres

Though impressive, the first Virtual Reality offerings in education primarily consisted of pre-created experiences where students could explore famous landmarks, geographic regions and unique locations.  For instance, thoughtfully developed tools such as Google Expeditions and Nearpod VR allow teachers to guide their students through …

Assessment Over Evaluation in Helping New Initiatives Thrive

Assessment Over Evaluation in Helping New Initiatives Thrive

Assessment Over Evaluation in Helping New Initiatives Thrive was originally posted on his EdTechResearcher blog on EdWeek. Separating assessment from evaluation is one way that schools and educators can start having healthier conversations about change and improvement. In a recent conversation with …

Spirals of Innovation in Schools – From Pockets of Excellence to Sustained Change from Beth Holland

Spirals of Innovation in Schools – From Pockets of Excellence to Sustained Change from Beth Holland

This post originally appeared on EdTechResearcher. To be successful in a knowledge economy, students will require the ability to complete non-routine tasks, solve unstructured problems, and employ technologies for communication, collaboration, and creation (Autor, & Price, 2013; Collet, Hine, & Plessis, 2015). …

Transforming Learning: Beyond the $1,000 Pencil – LIVE Blog of Alan November Keynote

Transforming Learning: Beyond the $1,000 Pencil – LIVE Blog of Alan November Keynote

Alan November (@GlobalLearner) opened up the inaugural EdTechTeacher Innovation Summit. An international leader in education technology, Alan began his career as an oceanography teacher and dorm counselor at an island reform school for boys in Boston Harbor. In 1984, while working a …

Four Ways to Create a Culture of Innovation – from Beth Holland & Sabba Quidwai

Four Ways to Create a Culture of Innovation – from Beth Holland & Sabba Quidwai

This post first appeared on EdTech Researcher. Never before has there been a time in education where students possessed a device so powerful that it allowed them to be graphic designers, movie makers, editors, directors, authors, developers, music makers and more. Yet …