Part I. Technology in the classroom -- Internet research 101: how to help middle school students avoid getting tangled up in the Web -- Better teaching with web tools: how blogs, wikis, and podcasts are changing the classroom -- "Dumb" phones, smart lessons: schools answer student calls for mobile computing -- Teaching 21st century skills: what does it look like in practice? -- The classroom of popular culture: what video games can teach us about making students want to learn. -- Part II. Technology and assessment. Online testing, version 1.0: Oregon's adaptive computer-based accountability test offers a peek at a brave new future -- Video games take testing to the next level: researchers see promise in game-like assessments that measure complex skills -- The promise of new State tests: two consortia plan better tests, but will they lead to better instruction? -- Part III. Technology and school improvement. "Equity, access, and opportunity": despite challenges, more districts adopt one-to-one laptop programs -- Learning across distance: virtual-instruction programs are growing rapidly, but the impact on "brick-and-mortar" classrooms is still up in the air -- Hybrid schools for the iGeneration: new schools combine "bricks" and "clicks" -- Like teacher, like student: online PD helps teachers learn to collaborate so their students will, too.
This resource is supported by the Institute of Museum and Library Services under the provisions of the Library Services and Technology Act as administered by State Library of Iowa.