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The Australian Government's Department of Health recommends a maximum of two hours per day of screen time for entertainment for kids aged five to 12, but how many children adhere to these guidelines?
Professor Leon Sterling explains why competitions and awards can, among other things, be a good outlet for students who excel and want to be challenged.
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.
Roberts McCubbin Primary School in Melbourne delivers a specialist robotics program to all students. After recent success at the RoboCup Junior Australian 2016 Open Championships, we chat to Robotics teacher Melinda Browne and Principal Marg Pickburn.
This school in Melbourne explains how instead of simply having ‘a cool bit of kit’, they’re using their new drone to engage students in real world science research.
Each year the WISE (World Innovation Summit for Education) Awards give a shout out to projects that have succeeded in addressing educational challenges. Here’s a look at the six winners for 2016.
Video games have been widely used in education for decades now. The challenge is finding games that engage students while meeting curriculum needs.
From online videos to digital comics and video games – there are countless different ways teachers can use technology to support their lessons. So how are teachers using networked technologies in the classroom? Find out in this Teacher infographic.
It’s called National Science Week but this year’s theme for schools actually embraces the T in STEM – Technology – with educators and students encouraged to explore Drones, Droids and Robots.
To address the decline in STEM (Science, Technology, Engineering and Mathematics) participation, experts are turning to innovative approaches to engage students in science.
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