Big Deal Media

Problem-based Learning

Student-centered teaching method in which students learn about a subject through solving an open-ended problem presented in trigger material.

May 17, 2021

Sponsored Content

Equip Your Teachers for a Post-Pandemic Reality

The 3DBear Deep Learning Academy provides educators skills, knowledge, and technology to motivate students to learn deeply. In just five 90-minute sessions, they will learn how to engage students in immersive learning experiences, whether teaching in-class or remotely. Teachers will be able to prepare lessons, create custom content, and deliver instruction to students that will enable student voice, shift responsibility for learning to students themselves, and meet rigorous learning objectives.

computational thinking digitial literacy

May 03, 2021

Entry

Computer Science Program That Builds Problem-Solving Skills

Engineering is Elementary (EiE), the award-winning division of the Museum of Science, Boston, develops research-based, classroom-tested programs that empower children to become lifelong STEM learners and passionate problem-solvers.

Nov 16, 2020

Entry

Virtual Robotics Competition Developing Computational Thinking Skills

Wonder Workshop is sponsoring the Wonder League Robotics Competition, a free global, virtual competition for students aged 6–14. The competition is intended to help students develop computational thinking, problem solving, and creativity by learning to code.

Nov 02, 2020

Entry

Challenge to Design a Solution to a Societal or Environmental Problem

The Making for Good Challenge builds on a Stanley Black & Decker and Discovery Education program—Innovation Generation—igniting, engaging, and empowering students in grades 9–12 to become makers, using no-cost dynamic digital resources.

Oct 15, 2020

Entry

Competition Encouraging Entrepreneurial Problem Solving

Sponsored by the Conrad Foundation, the Conrad Challenge is a multiphase innovation and entrepreneurship competition that encourages young adults to participate in designing the future through purpose-driven education. Each year, teams of two to five students, aged 13–18, from around the world create products or services to address some of the most pressing global and local challenges.

BROWSE TOPICS

Digital Learning • Learning Support
Funding & Recognition
Mobile Learning
Professional Growth
Social Media
STEM • STEAM • STREAM

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