Design Matter interview:

Lynda Weinman is co-founder and executive chair of, one of the most successful companies in online education today. Through a comprehensive library of instructional videos taught by industry experts, teaches technology, design, and business skills to millions of individual, corporate, academic, and government subscribers.

Lynda is a self-taught computer expert, author, educator, and entrepreneur. A web graphics and design veteran and author of dozens of best-selling books, Lynda wrote the very first industry book on web design, Designing Web Graphics, in 1995. Before launching, she was a faculty member at Art Center College of Design in Pasadena, California, and worked as an animator and motion graphics director in the special effects film industry. She also taught at UCLA Extension, American Film Institute, and San Francisco State University’s Multimedia Studies Program.

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PhET simulations are very flexible tools that can be used in many ways. Here, you will find videos and resources for learning about effective ways of integrating PhET simulations into your class.

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Possibly Geniversity?

Geniverse is free, web-based software for high school biology that engages students in exploring heredity and genetics by breeding and studying virtual dragons. Interactive models, powered by real genes, enable students to do simulated experiments, generate realistic and meaningful genetic data and win star ratings for efficient experimentation.


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Office Lens


Office Lens Is Now on iPhone and Android

surrendering to the market, Microsoft..

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This project investigated the scale-up of an innovative integration of technology, curriculum, and teacher professional development aimed at improving mathematics instruction in grades 7 and 8.

Overall, our investigation comprised four related efforts:

  • A random-assignment experiment with about 100 seventh-grade teachers (1621 students), in which some teachers immediately began using SimCalc and others began a year later. (The latter group served as a control in the first year.)
  • A random-assignment experiment with about 60 eighth-grade teachers, which replicated the seventh-grade experiment but with regional leaders providing the teachers with all professional development through a typical train-the-trainers model.
  • Data collection from the seventh-grade teachers as research and professional development support were reduced in later years.
  • Case studies in seventh- and eighth-grade classrooms aimed at providing more detailed qualitative data to support interpretation of experimental results and specifically to examine how the innovation interacts with student diversity.

We continue to advance and build on this work through follow on work and proposals.

  • We have received about $900,000 of funding to carry on related work in Pinellas County, Florida (through private foundations).
  • Nicole Shechtman recently received an NSF award, #1008770, for related work that investigates students affect in mathematics classrooms.
  • A MSP proposal to further build on this work is pending.
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Teaching For Understanding

old old school web 1.0 web/info designing, but the materials are worth checking out-

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LOGO descendant II: Scratch




Scratch is a free desktop and online multimedia authoring tool that can be used by students, scholars, teachers, and parents to easily create games and provide a stepping stone to the more advanced world of computer programming or even be used for a range of educational and entertainment constructivist purposes from math and science projects, including simulations and visualizations of experiments, recording lectures with animated presentations, to social sciences animated stories, and interactive art and music. Viewing the existing projects available on the Scratch website, or modifying and testing any modification without saving it requires no online registration.

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Turtleless LOGO

LOGO interpreter

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New Tech City series

New Tech City on WNYC covering Tech in EDU in the next few weeks.



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The purpose… is to present a grander vision of an educational system in which technology is used not in the form of machines for processing children but as something the child himself will earn to manipulate, to extend, to apply to projects, thereby gaining a greater and more articulate mastery of the world, a sense of the power of applied knowledge and a self-confidently realistic image of himself as an intellectual agent. Stated more simply, I believe with Dewey, Montessori, and Piaget that children learn by doing and by thinking about what they do. And so the fundamental ingredients of educational innovation must be better things to do and better ways to think about oneself doing these things.

Teaching Children Thinking by Seymour Papert



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