At Oakland, Calif.-based Gameheads, young people work at the intersection of media, technology, and culture to make video games that often have strong social messages.
Younger learners are growing up with technology all around them. A recent Pearson study found that a majority of kids aged 14 to 23 prefer learning from YouTube rather than books.
Rudy Gay's Flight 22 Foundation is partnering with ed-tech company EverFi to teach students how to create a successful business.
Ohio is seeking to recoup millions of dollars in funds from now-defunct online charter school, the Electronic Classroom of Tomorrow.
Technology company Enseo is betting that a security system widely deployed in hotels will also generate interest from schools wrestling with mounting safety concerns.
The Children and Media Research Advancement Act has bipartisan support and the backing of both industry and advocates. But previous versions have languished in Congress.
Girls Who Code, a nonprofit organization, is providing free lesson plans that teach computer science concepts and feature women who have made contributions in the industry in order to spark girls' interests in coding.
Instructional-technology coaching programs should be voluntary, personalized for each teacher, and not used for evaluation, according to a new report from Digital Promise.
Poor feedback, ineffective guidance and instructions, and lack of adaptivity are some of the key shortcomings identified by researchers in a study of 171 popular mobile learning apps for 3-5 year olds.
During its contentious debate over net neutrality, the FCC said its public comment system was slowed by cyberattacks. Now the agency says those claims were unfounded.