A new report from Stanford University has found that young people experience difficulties when it comes to evaluating information they find online. Teacher chats with the study's co-author Sarah McGrew.
Students taking part in the Australian STEM Video Game Challenge had to design and build an original video game based on STEM concepts. Here, we take a look at the 2016 winners.
Nearly 1500 students in Years 5 to 12 took part in the latest Australian STEM Video Game Challenge. Here, Teacher provides an overview of the award winners for 2015.
This month’s instalment of The Research Files looks at a study exploring online interventions aimed at instilling a ‘growth mindset’ in high school students.
Read about how one school has successfully implemented a Digital Delivery Day in order to solve a very real teaching and learning problem.
Julian Fraillon discusses the results of the pioneering International Computer and Information Literacy Study, which took place for the first time in 2013.
What will schools look like in 2030? Take a look at this Teacher infographic to find out what a panel of global educators said.
More than 550 youngsters took part in the inaugural Australian STEM Video Game Challenge. Teacher takes a look at the winning entries.
Three years ago, Kavita Gupta decided to change her method of instruction. Here, she discusses how a three-pronged approach to student engagement has proved beneficial.
Do you think game-thumbing young people are stupid, antisocial zombies, while skaters are just, well, stupid, antisocial teenagers on skateboards? It might be time to think again.
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