A new paper, authored by researchers from Zero to Three and Georgetown University, offers evidence-based guidance how to manage youngsters' "screen" experiences via television, smartphones, and other tools.
Vermont public schools have until next fall to prepare for a new law requiring all middle and high school students to have personalized learning plans.
Digital games have gone mainstream in U.S. schools, but their full potential to support learning has yet to be tapped, a new report finds.
Two organizations that study blended learning are looking for successful examples in traditional public schools and districts to highlight as case studies.
Just 9 percent of districts report having adequate bandwidth to support digital learning and assessments, according to a new survey.
Los Angeles Unified's school board voted against releasing an inspector general's report on a controversial technology program days before the district's superintendent stepped down.
An updated edition of "Bullying Beyond the Schoolyard: Preventing and Responding to Cyberbullying" has been released, just in time for October's national bullying prevention month.
The educational possibilities of the Oculus Rift virtual-reality headset continue to garner attention, although the potential still far outpaces the reality.
Definitions of "developmentally appropriate" technology use for early learners should consider more factors than just total screen time, according to the RAND Corporation.
The National Science Foundation awarded a $4.8 million grant for the creation of a massive repository for storing, sharing and analyzing digital learning data.