While a contradiction at first glance, there is a burgeoning effort in education technology to develop tools that promote, rather than ignore, the social and emotional learning that are integral facets of elementary education. Few computer games focus on decision-making and impulse control. But more classrooms are counteracting those effects by integrating tech-based play that teaches kids to participate in the world around them. (Medium)
John Reynolds was the newsletters editor for the Tribune from 2013 to 2017. Prior to that, he was a reporter for Quorum Report, a non-partisan online political newsletter focusing on the ins and outs under... More by John Reynolds

