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October 21, 2014

Google's Classroom Gets Upgrades, Scrutiny

Teachers are using Google's Classroom to manage workflow with their students, but some technology directors think the tool distracts from their districts' learning management systems.

October 21, 2014

Digital Learning Games Used by Majority of Teachers, Survey Finds

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.

October 15, 2014

Report: Developmentally Appropriate Technology Use Goes Beyond "Screen Time"

RAND has released a list of six factors that educators and parents should consider when thinking the use of technology with young children.

October 14, 2014

'Screen Time' Alone Too Limited a Gauge of Early Learners' Tech Use, Report Says

Definitions of "developmentally appropriate" technology use for early learners should consider more factors than just total screen time, according to the RAND Corporation.

October 06, 2014

K-12 Dealmaking: Remind Raises $40M to Expand School Text Messaging App

Remind, a free text messaging app for teachers, students, and parents, raised $40 million of venture capital, bringing the company's total funds raised to $59 million.

September 23, 2014

K-12 Dealmaking: Newsela Raises $4.1M to Expand Library of Modified News Articles

Newsela, a startup that offers news articles written at various reading levels, raised $4.1 million from investors in a Series A round.

September 11, 2014

Microsoft Reportedly Eyes Deal to Buy Maker of Minecraft

The U.S.-based technology giant may be seeking to purchase the company that created the wildly popular game Minecraft, which has become a hit among children, adults, and some teachers who weave it into instruction.

September 10, 2014

3 Apps to Refresh Your iPads

Looking for some apps to refresh your iPads? Here are three free apps - two new and a refreshed oldie but goodie - that can help you jump start your school year!

September 10, 2014

Amplify Jumps Into Consumer Market With Educational Game

"Twelve a Dozen," is Amplify's first attempt to sell directly into the consumer space, as opposed to going after buyers based in K-12 districts.

September 08, 2014

Choosing the Right Words to Lure Financial Backers

Key phrases help companies and others raise money through Kickstarter, a study finds, and that information could help education businesses seeking support through the crowd-funding vehicle.

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