Amazon Brings Voice Technology to Campus

Summarized by Shah Khan

Amazon and Arizona State University joint hands for fascinating venture for their smart campus endeavors. Firstly, ASU with the partnership of Amazon, redesigned Tooker’s House Dorm life. Every engineering student was provided with an added facility of Amazon Echo dot which reinvented the dorm life in Tooker’s House. Furthermore, ASU aims to enhance voice technology development techniques in their coursework.

Students will be introduced to new courses which will target to enhance their existing knowledge on voice technology. Students will be enabled to incorporate their theoretical knowledge into practical aspect and they will develop their own applications for Amazon Echo. It is a splendid initiative in the field of voice technology.


ASU-News. (2017, August 17). ASU, Amazon bring first-of-its-kind voice-technology program to campus. Retrieved from ASU Now:

Learning through play: The secret to lifelong Kindergarten

Summarized by Mary McCann

Most students feel that classes get less fun and more  difficult after Kindergarten. This is due in part to more student testing and less student play. Mitch Resnick, author and researcher at Massachusetts’ Institute of Technology Research lab, feels the strain of school is due in part to less time for student experimentation. Resnic is also one of the creators of Scratch, a system that allows both adult and kids to begin coding by creating short animated clips.

He is a believer in “The four P’s: students making projects, around their passions, collaborating with peers, and maintaining a playful attitude” (Kamentz, para. 14). This focus on guided play and experimentation allows students the opportunity to explore their own interests while being able to make mistakes and learn from them. Rather than the traditional lecture mode of learning, learning through exploration can help  students to be more invested and interested in the subject.



Kamenetz, A. (2017, Sept. 18th). How to make every grade more like kindergarten. nprED. Retrieved from

Coding Across the Curriculum (Middle School)

Summarized by Saad Khan

The gamification gets more complex once we move from primary school students to middle school students. Hopscoth is a good transition from drag-and-drop learning to bringing more creativity with coding.

Hopscoth and other web-based coding games work well hand-in-hand with Blockly games. It has elements of fun games but it introduces the students with proper coding terminologies.

Swift Playgrounds is yet another great app that helps students make that transition from web-based coding games to word-based coding. It does contain the elements of drag-and-drop, but it the blocks actually contains codes in it, and the students are able to write the codes in the blocks.


Ford, M. (2017, October 19). Coding Across the Curriculum. Edutopia. Retrieved from

9 things teachers should share on social media

Summarized by Sangyoon Park

Educators want their students to grow into great digital citizens. The author suggests that teachers distinguish between professional social media and personal social media. Share student and student leadership case stories. Give students the opportunity actually to produce. Make room for questions and answers. Share your blog posts with new educational technology tools. Post pictures of your school project and share your achievements with your students. Be sure to post positive stories so that your students’ friendly and good behavior is strengthened. Connect with people who can share good material.


Randles, J. (2017, October 6). 9 things teachers should share on social media. ISTE. Retrieved from

5 resources to help students — and teachers — understand copyright law

Summarized by Sangyoon Park

Students and teachers make use of new teaching techniques to create diverse content. However, for the right creative work, students must understand copyright law and learn how to make work. The author presents five methods of copyright law education. The first is common sense education. Common Sense Media educational institutions provide online video content on copyright. The second is the Copyright Information Center. This site provides information about copyright infringement and digital search methods. Also, the 21things4students site may also obtain a certificate when students complete their work. Another site is the Internet Education Foundation. This is where you can learn your rights and obligations under the law. The BrainPOP site is also capable of publishing movies, coding, and other tasks so creativity can be expressed.


Poth, R. (2017, November 16). 5 resources to help students – and teachers – understand copyright law. ISTE, Retrieved November 27, 2017, from

Improving Your Parent-Outreach Strategy

Summarized by Shahrukh Khan

Strengthening school community relations is imperative for educators. However, it has been a challenge for educators to prioritize important aspects of pedagogy with school community relations. Primarily, school community relations can be referred as parents’ involvement in the schools.

Educators find themselves perplexed when it comes to effective
communication with parents. It has been a debate among educators that what practices can implement effective communication framework. The tech-savvy groups indicate that it can be a comfortable practice for educators to communicate if they induce technology. Therefore, parents’ involvement in schools can be further enhanced by using reminder apps, online grading sheets, parents’ blogging, Weebly for class websites and Twitter for instant communication.


Knutson, J. (2017, August 23). Improving Your Parent-Outreach Strategy. The Online Journal. Retrieved
from The Edutopia:

Coding Across the Curriculum (Elementary school)

Summarized by Saad Khan

Open source learning has made learning programming for kids a much more fun and interactive experience. Educators can now choose from wide array of options tailored to age groups such as elementary school, middle school, and high school. ScratchJr is an app adapted for beginners. Once the kids get familiar, they can move on to Scratch which enables the students to share their work with other people online.

Tynker is yet another app that engages the students through interactive lessons where coding is incorporated into geography or social studies lesson plans.


Ford, M. (2017, October 19). Coding Across the Curriculum. Edutopia. Retrieved from


Artificial Intelligence

Summarized by Mary McCann

Artificial Intelligence is a growing topic, and one of the most recent areas in which it has become discussed in in the classroom. Artificial Intelligence in the classroom can be used to modify learning for individual students. Artificial intelligence works off of algorithms, and can track when students become bored or disinterested, or when they do not follow the lecture. AI programs can then provide tailored instruction to each individual student based on their needs. By collecting data about trends and multiple students performances, AI can also predict how students will do in the future. AI can also judge the effectiveness of teaching curriculum and suggest adjustments and changes. Although current research in Artificial Intelligence in the classroom is mostly restricted to higher education now, it won’t be long before it makes its way into K-12 education.





Augmented reality in the classroom

Summarized by Mary McCann


While some schools are just catching up to the virtual reality train, there’s a new player on the field: augmented reality. Augmented reality is a mixed reality format that uses both real images and situations as well as virtual 3d representations. By using the front camera of a digital device, such as a phone or tablet, and a trigger image, augmented reality programs can display virtual content over real contexts. Augmented reality apps like Quiver ,which scans coloring sheets and turns them into 3d objects, or EON Experience, which uses trigger images to start thousands of simulations, can be used across different content areas as well as grade levels. Other augmented reality apps cater specifically to art, science, and the solar system. As many school districts have already adopted 1:1 mobile device programs, augmented reality is just the next step in digital learning.



Schrock, K. (2017). August 2017: Augmented reality in the classroom.

Turn passive learners into leaders by letting students teach

By Sangyoon Park

The author, as a Spanish teacher, shows the type of how students work in their classroom. Students play the role of teacher. This method allows teachers to communicate more closely with students. Here is how students can lead their classes. First, students can create video classes that work in the classroom. Second, it allows students to choose the activities they want. Third, encourage activities through games and quizzes. Finally, students can be given the opportunity to become a teacher of the day. After conducting the lessons in new ways, the teacher always provides feedback through surveys.


Poth, R. (2017, July 19). Turn passive learners into leaders by letting students teach!. ISTE. Retrieved from passive learners into leaders by letting students teach!

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