CoderZ Launches League in a Box for “On-Demand” School and District Coding Tournaments

DERRY, N.H. – April 14, 2022 Schools and districts now can bring the thrill of virtual coding competitions to their classrooms and communities at any time with CoderZ Technologies LTD’s newest offering, CoderZ League in a Box. This latest version of the award-winning code-learning platform enables educators to create on-demand local tournaments in addition to participating in the international CoderZ League: the Virtual Cyber Robotics Competition.

While students can gather at a school or community center for a league tournament, the gameplay occurs on CoderZ’s online coding platform. Teams of students play together in fun “missions” by programming virtual 3D robots while learning the principles of coding. The teams can be any size though three to six students per team is recommended. The competitions can involve students in a single school or educators can invite several districts to participate.

“League in a Box is an easy ‘plug and play’ solution that enables schools and districts to create exciting STEM community events on demand,” said Yaarit Levy, VP Business Development. “This is a fun way to incorporate STEM in the curriculum and promote STEM learning throughout a district’s student population. In addition to students learning coding and robotics, working as a team hones their collaboration skills, achieving mission goals boosts their critical thinking and problem-solving abilities, and the competitive aspect encourages grit.”…Read More

CoderZ launches CoderZ at Home

DERRY, N.H. –March 9, 2022: CoderZ Technologies LTD today announced the launch of CoderZ at Home, a new version of their award-winning code-learning platform that’s designed for homeschoolers and kids looking to learn code outside of a classroom environment. CoderZ at Home takes an integrative approach to code literacy — combining STEM, computer science, and critical life skills to prepare kids for the changing demands of a digital future.  The flexible new interface lets children self-lead through the learning material without any need for parental guidance. 

“Homeschooling and self-paced learning is on the rise all over the world. But learning to code in a home environment presents a unique set of challenges and opportunities,” said Sharon Duchin, Chief Marketing Officer at CoderZ. “In addition, preparing today’s kids for tomorrow’s careers is more challenging than ever with the rapid-fire development in technology. No one is entirely sure what jobs or obstacles 2050 will bring, but one thing is for certain: the role of STEM and computer science will be pivotal.”

By using bite-sized missions designed to feel like a game and blending maximum engagement with a sense of accomplishment, the platform enables learners to gain problem-solving skills quickly and measurably. “We’ve used our combined experience as educators, programmers, engineers, and gamers to create a learning environment that makes coding feel like a game for kids, while empowering them to develop problem-solving, critical thinking and grit skills,” Duchin continued. “Following months of research that includes insights from a pilot study with our target audience, we’re confident that CoderZ at Home delivers an engaging STEM learning experience that will spark kids’ passion for STEM and coding.”…Read More

Sora “Content Bundles” Feature Empowers Educators to Easily Reserve Digital Books for Specific Students

CLEVELAND – January 18, 2022 – Educators who are looking for more efficient ways to support reading outcomes have a new solution: Content Bundles. This new feature allows educators to reserve and bundle digital books from their school’s Sora collection, offering exclusive access for select students based on specific scenarios. Using a code, the students can then unlock and read the ebooks and audiobooks in Sora, the leading student reading app available in more than 53,000 schools worldwide.

“Content Bundles is the very feature we have been looking to implement in our Sora shared collection,” said Ken Zimmerman, Supervisor of Educational Technology at Lancaster-Lebanon IU13 in Pennsylvania. ”This provides us with so many options to filter content to meet specific district, classroom and learning needs.”

Content Bundles are a flexible tool that can serve as an effective solution for many common education scenarios, both inside and outside the classroom. For instance, educators can:…Read More

Computer science claims slight victory in high schools

For the first time, a slim majority of all U.S. high schools–51 percent–offer foundational computer science, up from 35 percent in 2018.

The new statistics come from the 2021 State of Computer Science Education: Accelerating Action Through Advocacy, released by Code.org, the Computer Science Teachers Association, and the Expanding Computing Education Pathways Alliance.

The latest data reveals that disparities exist regarding who has access to and who participates in computer science education. Students who attend rural schools, urban schools, or schools with higher percentages of economically disadvantaged students are less likely to have access to computer science.…Read More

EdisonLearning Joins with Digital Learning Collaborative to Improve Online Education

FORT LAUDERDALE, FL – December 6, 2021 — EdisonLearning, a longtime innovator in public education and leading provider of digital learning solutions for grades 6-12, is proud to announce that it has joined The Digital Learning Collaborative (DLC), a membership organization dedicated to exploring, producing, and disseminating data, information, news, and best practices in digital learning.

“Online and blended learning have become powerful solutions to improve students’ access to a high-quality education, regardless of their life circumstances, socioeconomic status or zip code,” said Thom Jackson, President and CEO of EdisonLearning.

“As the COVID-19 pandemic has accelerated the spread of digital learning, we see the need for collaborative thinking around successes and best practices, which is why we are excited to partner with the DLC to transform opportunities and outcomes for schools, educators and students across the country,” Jackson said.…Read More

Are banned books challenges, or opportunities for innovation?

When I finished Dan Brown’s DaVinci Code, I began researching the validity of Jesus Christ and Mary Magdalene sharing a bloodline protected by a secret society. When J.K. Rowling’s Harry Potter was accused of promoting the devil and witchcraft, I dove into the series. When Oprah pulled Jeanine Cummins’ American Dirt off her Book Club, I put it on hold at the library. 

When the world makes a fuss about a book, consider my attention piqued.

Skimming the American Library Association’s list of most banned and challenged books over time, I’ve read more than my share, from To Kill A Mockingbird, The Adventures of Huckleberry Finn, and The Diary of Anne Frank to Captain Underpants and 13 Reasons Why. I have to say I’m quite surprised Flowers in the Attic didn’t make the list as it made the 10-year-old me… well… blush.…Read More

Football Star Jonathan Jones Inspires Kids to Code and Get Active with Unruly Splats

This December, students are pushing their desks out of the way for the Get Active Coding Challenge during Hour of Code and Computer Science Education Week. Unruly Studios is partnering with Patriots football star and two-time Super Bowl champion Jonathan Jones to make computer science in K-8 education more approachable, fun, and physically active.

“We’re thrilled to partner with Jonathan Jones for a national competition combining coding with active play that will reach hundreds of classrooms across the country,” said Bryanne Leeming, CEO and Founder of Unruly Studios. “By teaching kids to code through games they might play at recess, we’re breaking down stereotypes around computer science education and bringing joy into the classroom when it’s needed most.”

For the Get Active Coding Challenge, students can build and play Jonathan’s “Playbook” of games including Race In Place, Relay Races, and the Cornerback Challenge. Students will create the games with Unruly Splats, programmable floor buttons that students code to light up, make sounds, and collect points when stomped on.…Read More

Cracking the code on student mental health

The past year has taken a toll on students’ mental health. Rates of anxiety, depression, and stress are up and the CDC reports emergency room visits for adolescent suicide attempts have soared.

Teachers and school staff can play a critical role in addressing student mental health and supporting student wellbeing. But they can only help if they know what to watch for–and the warning signs aren’t always readily apparent.

Students often spend several hours a day online and often the first clues as to their feelings–good or bad–are found in their online communications with peers, their posts on social media and in chat rooms, and in their internet searches.…Read More

The role of no-code in back-to-school safety

The next challenge for educators as we emerge from the COVID-19 pandemic is safely returning to in-person learning. After over a year of forced shutdowns and adoption of an online workforce and remote learning, the logistics of safely returning to in-person learning are overwhelming. The challenge is even greater with the Delta variant of COVID-19 becoming more prolific, and K-12 districts, colleges, and universities are racing against the clock to figure out what their approach will be this coming fall.

Whether schools opt for a phased approach, stay with hybrid learning or proceed with fully in-person classes, the goal is the same: to safely, quickly and efficiently return to school. Further, higher education institutions have to be cognizant of their impact on the larger community. Colleges and universities are a hub–with thousands traveling to and from campus each year, mingling, cohabitating and more, what happens within an academic institution may reach far beyond the campus.

So what can be done to help leaders navigate these challenges? Enter no-code. The past year has highlighted the need for agility and the ability to adapt when change and disruption happens – which, as we know, is a constant. The adoption of no-code processes is vital to empowering organizations to adapt with change.…Read More

Blackbird Updates Code Education App

PORTLAND, Ore., Aug. 24, 2021  —  Blackbird, bridging the gap in Computer Science curriculum, today announced updates and improvements inspired by student and teacher feedback to their code education app and platform. Improvements include a modern site-wide redesign, a dedicated page for Guided Projects, a Code Workshop that better eases students into using professional IDEs, and refined teacher tools used to manage classes, review code, view progress reports, and more. Created to bridge the gap between introductory game-based curriculum and advanced computer science, Blackbird was built to enable students and teachers to learn real-world coding skills in an intelligent and encouraging educational environment.

“With great feedback from our users we were able to refine the app’s user experience significantly. The goal was to improve ease-of-use for students and make it easier for teachers to have a successful coding class,” said Bjorn Hansen, cofounder and director of technology, Blackbird. “In the past year, Blackbird students have written over 2 million lines of JavaScript and completed over 150,000 lessons. We’re excited that Blackbird has had such an impact and we hope to hit 5 million lines before the end of the year.”

For more info, or to try Blackbird for free, please visit:  https://www.blackbirdcode.com/…Read More