Tuesday, October 6, 2026

Stop Trying to Detect AI. Start Creating Better Assignments

Split-screen image contrasting AI-friendly traditional assignments, including worksheets, generic essays, book reports, and multiple-choice tests, with more meaningful learning built around real-world context, authentic audiences, student agency, evidence, reflection, and purpose. The headline reads, “Stop Trying to Detect AI. Start Creating Better Assignments.”
What if we spent less time trying to detect AI and more time designing learning students can't outsource to it?

In my latest Tech & Learning article, I explore Michael Hernandez's Uncheatable Assessments and what happened when I put several assignments through his Cheat Vulnerability Index.

The goal isn't AI-free learning. It's learning worth doing.

What do you think makes an assignment “uncheatable”?

Stop Trying to Detect AI. Start Creating Better Assignments

Saturday, October 3, 2026

What if Schools Are Shortening Attention Spans More Than Screens?

Me and my students in our school library exploring books and authors they love, illustrating how choice, interest, and meaningful learning can foster sustained attention.
We hear it everywhere: Kids can’t pay attention anymore, and screens are to blame. Screens can certainly affect attention, but what if we’re overlooking something else?

For years, schools have trained students to read short passages, answer predetermined questions, move on, and repeat. High-stakes testing and test-aligned curriculum may be contributing to the very short bursts of attention we so often blame on technology.

In my latest LinkedIn article, I look at what the research says, what I experienced as a librarian and literacy coach, and what schools could do differently if we really want students to develop deep, sustained attention.

Read: What if Schools Are Shortening Attention Spans More Than Screens?

Friday, September 18, 2026

Gamified Learning Can Be Powerful, Purposeful, and Fun

Illustrated banner titled “Gamified Learning Can Be Powerful, Purposeful, and Fun.” In a bright school library, diverse students collaborate on a block-based sustainable city, create a digital story, and build a physical community model using books, drawings, and technology.
Gamification has become another target in calls to ban or restrict technology in schools. But where is the research showing that gamification itself is harmful?

Poorly designed programs can keep students clicking for points without producing meaningful learning. That deserves scrutiny. But research also shows that well-designed gamified and game-based learning can support motivation, persistence, collaboration, creativity, and academic growth.

In my new article, Gamified Learning Can Be Powerful, Purposeful, and Fun, I examine the difference between effective and ineffective gamification through examples including Footsteps2Brilliance, Khan Academy Kids, MovieStarPlanet, and Minecraft.

Fun is not the opposite of rigor. We should evaluate what students are doing and learning, not deprive them of powerful learning experiences simply because they include games, challenges, competition, or digital rewards.

Thursday, September 17, 2026

Stop Saying the Research Says All Screens Harm Children. It Doesn’t.

Editorial illustration contrasting screen use. One student sits alone scrolling a phone amid distracting notifications, while a diverse group works with a teacher around a laptop to analyze data, create media, translate languages, enlarge text, and use captions. Text reads, “Not All Screen Use Is the Same.”
Research about social media, cell phones, distraction, and excessive use is too often used to condemn every screen students encounter.

That is not what the research says.

A student scrolling through social media is not having the same experience as one using a device to analyze data, translate text, receive feedback, collaborate, create, or access captions and text-to-speech. Calling both “screen time” strips away the information that actually matters.

In my latest article, I examine what the research shows, where the arguments from Jared Cooney Horvath and Jonathan Haidt do and do not apply, and why returning students to paper does not automatically improve learning.

The question is not whether students are looking at a screen. The question is what they are doing, whether the technology supports learning, and whether students have meaningful choices.

[Read the full article here.]

Wednesday, September 16, 2026

We Bought the Devices. We Forgot the Professional Learning.

Students read, write, and work together at tables in a school library while other students use desktop computers in a glass-enclosed computer lab. Student faces are intentionally indistinct for privacy.
My library media center in Harlem in the 90s where
 students intentionally went to a space to use technology.

Schools invested heavily in devices and platforms, but too often failed to make the same investment in professional learning, coaching, and staff support. We expected classroom teachers to become technology integrators, often with little more than a device, a login, and a brief introduction to a new platform.

In We Bought the Devices. We Forgot the Professional Learning., I examine what the screen-time conversation is revealing about that approach. More technology use may shift into libraries, labs, technology classes, and other designated spaces. That could be a positive change when it connects students with educators who have the expertise and time to make technology use meaningful.

Reducing routine device use will not fix weak implementation by itself. Schools must invest in developing knowledgeable staff who can decide when technology adds value, when another approach would work better, and how to use each in service of learning.

Monday, September 14, 2026

A Better Measure Than Screen Time


In my latest Tech & Learning article, A Better Measure Than Screen Time, I argue that schools are measuring the wrong thing.

A student clicking through a weak drill & kill program for 30 minutes is not doing the same thing as a student using that same time to read, research, collaborate, create, or get feedback.

Same screen time. Very different learning.

We don't measure paper time. Why are we measuring screen time? Instead of asking how long students were on screens, we should ask what they were doing, what they were learning, and whether technology helped.

What do you think schools should be measuring instead of minutes on a screen?