In the education version of the popular game, students can explore subjects ranging from science and engineering to history as they re-create places and events.
As K-12 schools embrace maker education, researchers and practitioners are wrestling with how to ensure a focus on diversity and inclusion.
The more time students spent using DreamBox software, the larger their gains in achievement, according to a study by Harvard's Center for Education Policy Research.
A top official at Edgenuity testified that his organization paid Alabama's House Speaker $7,500 a month to connect him with legislative leaders around the country.
The Pennsylvania Department of Education is reviewing the operations, finances, and child-accounting practices of the troubled 8,500-student Agora Cyber Charter School.
Rethinking how students accumulate academic credit and supporting "competency-based" learning modules among key prescriptions in an iNACOL report.
Can it really make a difference whether a class assignment is on a screen or printed out? Yes, according to new research.
Fifty-two New York districts will receive technology funds following the first meeting of the review board for a massive new state bond program.
Students find educational videos appealing because they connect academic concepts to the real world, and make it easy to understand challenging material, the report found.
A meta-analysis of 15 years' worth of research found 1-to-1 laptop programs had a positive impact on students' English, math, and science scores.