But there are serious harms — such as sexual abuse, child pornography and sex trafficking — that are exacerbated by the Internet, especially in the developing world. And in the developed world, there are emerging concerns about the ties between Internet use and mental health problems like anxiety and depression. The key, say the authors of the UNICEF report, is "taking a Goldilocks approach" — not too much, not too little — and "focusing more on what children are doing online and less on how long they are online."
Today, more than half the nation’s primary- and secondary-school students — more than 30 million children — use Google education apps like Gmail and Docs, the company said. And Chromebooks, Google-powered laptops that initially struggled to find a purpose, are now a powerhouse in America’s schools. Today they account for more than half the mobile devices shipped to schools.
Source: New York Times
When you’re asking a digital assistant to do something for you, do you say “please?” How about “thank you?” It’s a question that’s been on my mind for a while, ever since I set up some smart lights in my apartment and started using Siri to turn them on and off. Demanding that my phone turn on and off the lights started feeling weird to say aloud, which got me to wondering: was I being rude to my smartphone?
Source: The Verge
[A] study from the United States Military Academy tested students’ achievements in an economics class by comparing student performance based on whether laptops or tablets were restricted, unrestricted, or not permitted at all. The study found that the students who did not have access to a device performed significantly better than those who did.
Source: The Verge.com
Lower-income families reported that their children spent more time engaging with educational screen activities than higher-income families did. Fifty-seven percent of screen time for families earning less than $25,000 was education-focused, compared with 38 percent for families earning between $50,000 to $99,000.
The game-based learning market is estimated to reach $8.1 billion by 2022, a sure sign we've only just begun to realize its potential. Games that are designed around extensive research, collaboration and testing can boost learning outcomes in measurable ways. Games that mirror the imagination, interactivity, suspense and sophistication of their commercial counterparts have the power to make learning more fun. These kinds of immersive academic games are a win-win in this growing market.
Source: Emerging Edtech
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