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ISTE 2017: Virtual reality and social competence can keep kids in STEM

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The use of Pokémon Go has exploded in education, and it's a powerful tool for a reason: real-world socialization. In their session "Beyond Pokémon: Virtual and Augmentative Reality for STEM" at ISTE 2017 in San Antonio, Dr. Amber Rowland and Dr. Sean Smith of the University of Kansas spoke on how to teach social competence in a technology-driven world. When educating students abo
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ISTE 2017: 5 big technology trends shaking up digital citizenship education

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Jason Ohler opened his session at ISTE in San Antonio with some jokes — pun-filled fake news headlines on a slideshow set against music. Then his presentation shifted into the serious. "I'm 64 years old," he said. "My lungs are about 25." Ohler is a friend to technology. During his battle with pulmonary fibrosis, tech called a "lung in a box" kept him alive. But when he was at his sickest, the 40-year teaching veteran took a st
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What Super Mario taught me about learning and success

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Over the last four years, I have embraced and implemented gamification and game design principles in my U.S. History classroom. When I have presented this idea to colleagues, there is sometimes a fear that this might lead to a loss of rigor or relevance. The most common misunderstanding is that video games are just easy fun. It is true that games are entertaining, but successful video games must also efficiently teach the skills of the game while engaging the player with meaning and purpose;