St. Petersburg College and Smart Sparrow have partnered to launch the Learning Design Starter Kit, a free tool designed to help faculty create their own digital learning resources.
MindTap Math Foundations is meant to address what students said is the biggest challenge they have in being ready for college: lack of time.
Gale's library resources are now searchable by way of Google and Google Scholar.
Although Stephen Fry has left Twitter, the popular British actor and writer hasn't given up on social media altogether. Numerous sources have reported that Fry is involved in an education start-up being pitched as a "Pinterest for education." Pindex allows teachers, students and anybody else to create online pinboards for collecting "the best educational material."
Digital curriculum provider Cengage Learning has struck an agreement with another education technology company to use the latter's coding labs inside a series of new programming courses.
Higher education recognizes a range of high-impact experiences proven to enhance student learning, but as Virginia Commonwealth University's Vice Provost for Learning Innovation Gardner Campbell points out, the curriculum has been sorely missing from that list. CT asked Campbell why, and how digital technologies might help as higher education sharpens its focus on curriculum and student learning.
Ohio State University College of Education and Human Ecology's SpotOn, a free database evaluating K-12 digital content, has launched a new partnership in an effort to improve digital curricula.
ePortfolio technology has evolved over time — or maybe it's more accurate to say that the understanding of eportfolio and its application, or eportfolio practice, is still evolving. How will eportfolio define its place in education?
CEV Multimedia has added a Career Cluster Interest Inventory tool to its cloud-based career and technical education platform, iCEV.
Pearson has partnered with mLevel , a company that produces interactive, game-based business education experiences designed to increase student engagement, to gamify the former's Introduction to Business course content.