Explore videos that showcase evidence-based learning practices in K-12 schools, and see our core strategies and key topics in action.
Allowing students to move the furniture can help you differentiate instruction and give your students more agency in their learning.
School 21 develops confident students who can articulate their thoughts and learning with strategies like discussion guidelines and roles and structured talk tasks.
Through his Green Your Lives initiative and a ThinkQuest Web site collaboration, this 13-year-old shows us how he uses tech to improve his community and the world.
Students ages 9-19 from around the globe work in teams and communicate via Web 2.0 technologies to build educational Web sites for the ThinkQuest contest.
At the University of Maryland's Human-Computer Interaction Lab, Kidsteam pairs students with researchers, who then work together to design new technologies for children.
This teenager learns advanced 3-D modeling, simulation, and animation at school. As a hobby, he combines his obsession with gaming and a passion for filmmaking to create animated movies made with recorded gameplay.
A group of friends talk about their roles as parents, their concerns, and their amazement when it comes to their teenagers' digital skills.
Both in the classroom and in after-school pods, students learn to become critical creators in Chicago's Digital Youth Network. On Remix World, the program's social-networking site, participants share, critique, and discuss their work.
In Be The Game, high school students mentor peers and use game design as a tool for teaching science, technology, engineering, and math, and the program's high tech bus travels to locations where tech facilities are not available.
Without the means or easy access to the newest high tech tools, this resourceful and strong-willed young woman considers technology her lifeline.
Social and Emotional Learning
Five practical pointers from Common Sense Media to help parents understand and manage the lives of their digital kids.
Imagine a safe space where students with autism can go to calm their bodies and then get back to the business of learning.