A new report shows that a total of 6.7 million college students have enrolled in at least one online course, but higher education institutions remain slow to adopt new forms of virtual education, such as MOOCs.


A number of digital threats made in a small Ohio community following a high-profile rape investigation illustrate the complicated nature of school cyber security in the 21st century.


The market for education software and digital products grew by 3.5 percent over the most recent year and now stands at $7.7 billion, a new analysis reveals.


Despite the rising popularity of e-books, most students today still turn to print books when they read for fun, a survey reveals.


A study indicates that active video games, or e-games, can encourage physical activity among children.


A number of individual programs, and school and district strategies, have shown technology's potential to help English language learners, a new paper contends.


The for-profit education provider K12 Inc. is the subject of two papers that draw very different conclusions about the virtual program's merits.


The New York City Schools have launched the "Gap App Challenge," a contest to develop useful games and apps to help students with math skills.


The National Science Foundation has launched a program, Cyberlearning: Transforming Education, that is supporting efforts to integrate educational technology with research on how students learn.


A pair of education organizations are seeking to help districts make wise decisions about purchasing student information and learning management systems.


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