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Each year the Australian STEM Video Game Challenge invites students to design and create their own game. Here’s how one school integrated it into their curriculum planning.
Conducted every four years, TIMSS compares the achievements of Years 4 and 8 students in mathematics and science. Teacher sat down with Dr Sue Thomson from ACER to discuss the Australian results.
Australian results from the first of two major international education studies have indicated Years 4 and 8 student achievement in mathematics and science has flatlined over the past 20 years.
Wearable tech is being used by researchers in the classroom to gain insights into how the brain learns. We find out about a group learning study and the data collection devices involved.
Are you making the most of your learning space? In this month’s Research Files, we find out about the Innovative Learning Environments and Teacher Change (ILETC) project.
November is learning spaces month at Teacher magazine. Here, school designer, education facility planner, researcher and educator Peter Lippman looks at the history of school design and the importance of structure in open and flexible spaces.
In this episode of our Global Education podcast series, we speak to Education Endowment Foundation Senior Research Dr Jonathan Sharples about the UK’s Research Schools Network.
Teacher recently brought you news of the six WISE (World Innovation Summit for Education) Award winners for 2016. Today we take a look at the other nine projects that made it onto the shortlist.
In this three-part series, a Queensland educator shares how her school developed a cross-curricular framework – including how they approached the task and the impact on staff and students.
Video games have been widely used in education for decades now. The challenge is finding games that engage students while meeting curriculum needs.
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