ISTE keynote: Gaming has huge educational potential — from by Laura Devaney
Speaker Jane McGonigal outlined gaming’s engagement-boosting qualities during ISTE 2013’s opening session

But what is it that gamers get out of gaming that makes the hobby so appealing, and how can we give that to students in classrooms? In McGonigal’s 12 years of gaming research, she said, 10 emotions are regularly associated with gaming: joy, relief, love, surprise, pride, curiosity, excitement, awe and wonder, contentment, and, most of all, creativity.


ISTE 2013: How will MOOCs affect your K-12 classroom? — from by Meris Stansbury
Experts say high schools are about to get a MOOC awakening

According to Garrigan, last summer (2012) high school teens completed more than 15,000 courses from Udacity, a MOOC platform.

“Clayton Christensen also predicted in his book, Disrupting Class, that by 2019, 50 percent of all high school courses will be online. I believe it,” he emphasized.

Many factors contribute to MOOC success, explained Garrigan, with the basic understanding that people want to learn.

“Lots of people want to learn if they think it’s interesting and there’s no risk,” he said.


Technologies that are changing and will change the world — from by Laura Devaney


Harnessing the power of tablets and apps for young students — from by Laura Devaney


10 engaging ed-tech booths at ISTE 2013 — from by Meris Stansbury


International Society for Technology in Education (ISTE) 2013