What it is:Check 123 is a new video encyclopedia site for kids. All videos are validated and ranked by Check123 professionals, are 1-3 minutes in length, and a curated on just about any subject you can think of. Broad topics covered on Check123 include: history, sports, politics, food, performing arts, economics, earth, nature, tech, philosophy, music, cars, pets, human body, arts, geography, religion, psychology, TV, gaming, science, literature, fashion, media, and space.
How to integrate Check 123 into your classroom: Check123 is a great place for students to begin their research. These videos are between 1 and 3 minutes each, keeping students engaged in a topic and giving them bite-size information. I like that the videos are so well curated, it keeps search results on topic rather than the endless dig for quality content that can happen in a YouTube search. Check123 videos are also wonderful as provocations for further inquiry. The short format gives students just enough information to whet their appetites and encourage additional questioning. Check123 is a great one to keep bookmarked on classroom and library computers for quick reference.
Video is the preferred learning method of 90% of our students at Anastasis, when they do a search, they usually begin on a video site. With Check123, they are sure to get some quality results back to kick start their learning and research.
What it is:Making & Science is an initiative by Google aimed at showing students that anyone can be a maker or a scientist. Using the featured Science Journal app (Android and Chromebook only), students can measure light, sound, and more. They can also use the app to record observations, organize data, and add observational notes. Making & Science has partnered with Exploratorium for some fantastic activities that will have students exploring the world as a makers and scientist in no time. Students will explore light, sound, motion, graphs, conductivity, and much more through activities powered by the Science Journal app.
How to integrate Making & Science with Google in your classroom: The Science Journal app makes any Android phone or Chromebook computer into a scientific tool that students can use to collect data on light, sound, and motion. The activities included encourage students to explore the world as scientists and makers. The activities are simple enough for any classroom, and lead the students through understanding how the world around them works. They are a great kick-off to more in-depth studies of light, sound, and motion and teach students how to use the sensors on their phone and computer to collect data. Most activities take 15-30 minutes, so would be the perfect length for groups of students to visit as a center if you have a few devices for students to use. I love the way each activity thoroughly introduces a concept, and equips students with the tools and understanding for further experimentation and investigation. The activities included are wonderful, but after students have a basic understanding, encourage them to come up with their own investigations of light, sound, and motion.
Students could use the Exploritorium Activities as guides for creating their own investigations and activities to share with the class.
Tips: While the activities reference the Science Journal app for data collection, if you have access to other types of devices you can still use these activities! Just download a light, sound, and motion sensor app and your students can complete any of the activities on the Maker & Science site.
What it is:Plan It Green, the Big Switch is an online game/simulation from National Geographic that allows students to create their own energy-efficient city of the future. In the game, students build new energy technologies and advance energy research; gain points based on their eco-friendliness, energy production, and citizen happiness; compete with others for the highest city rating; tackle challenges and quests; and explore and build a diverse energy portfolio. Through Plan It Green, students begin to better understand various energy options and can experiment with different energy sources and see their impact through this game/simulation.
How to integrate Plan It Green, the Big Switch into the classroom: This game from National Geographic is a great way to help your students understand different kinds of energy, and think through the ways that the energy we rely on in our daily lives impact the environment. Use Plan It Green, the Big Switch as a provocation for an inquiry unit about energy. The game could be a great catalyst for further research and understanding of energy options and how our decisions impact the rest of the ecosystem. Students can test out theories in this SIM-City like game and watch the way their decisions impact citizens and the larger ecosystem.
Plan It Green would also be a great way to end a unit, after students have learned about different types of energy. This game would be a great simulation reflection to see how different decisions about energy play out.
If you don’t have access to a 1:1 environment, this would make a great center on classroom computers during a study on energy or even for whole-class play on an interactive whiteboard throughout a unit on energy.
I like the way Plan It Green puts students in control of decisions and shows them the consequences (or unintended consequences) of those decisions.
Tips: The downfall of Plan It Green is that it requires a Flash Player, so while students can register for the site using an iPad, actual play requires a Flash enabled browser.
What it is:Aurasma is an app (also a website) that allows learners to quickly create augmented reality experiences for others. Augmented reality is the mix of technology and the real world. Probably the most popular or, at least the most commonly used, augmented reality is the use of Snapchat filters. Funny faces and masks are overlaid on top of the real world (i.e. whatever you are taking a picture of). Aurasma makes it simple to quickly create these types of experiences for others. Learners start by uploading, or taking, a “Trigger” photo. This photo is what the Aurasma app will look for to trigger the event that has been layered on top of the photo. Next, learners add overlay images. These are the images that will popup when the Trigger Photo is within the camera viewfinder. It might sound cumbersome, but it really isn’t! It is like having QR codes embedded right in any environment…without the QR code!
How to integrate Aurasma into the classroom: Because learners can create augmented reality experiences for any environment, the possibilities are seriously endless. Below are a few ways I can see our teachers and learners using Aurasma:
A few years ago, our students explored How the World Works through the PBS series, and book, How We Got to Now by Steven Johnson. As a result of their learning, the students decided to build a Domino Museum (you can read about that here). At the time, they put QR codes all around their museum. Some QR codes explained how the museum worked, and others expanded on the information that was presented on each domino. Aurasma could take an experience like this to the next level by allowing students to embed information and instructions all around the museum. As people walked through their Domino Museum with the Aurasma app opened up, additional information would have automatically populated based on where they placed Triggers.
Anastasis students are SUPER creative in presenting their learning at the end of an inquiry block. During the last block, one of our students explored the history of dance. In one of our learning spaces she created a time machine that students could get into. Then she themed other learning spaces for each time period. With Aurasma, she could have had the students actually see the dancers/costumes/etc. of each time period as if they were really in the room, using the room as a trigger.
In a foreign language class, students could use objects/items in the room as triggers for vocabulary overlays. As students look through their iPhone/iPad/Android’s camera in the Aurasma app, all of that vocabulary would pop up as others explored the room.
Our students go on a field trip on average once a week. They explore all kinds of incredible places for learning in context. Often, another class might end up at the same location later in the month or even in another year. As students visit somewhere new, they can overlay their learning on a place. When other classes, or another year’s students visit, they can see the learning that took place when others visited. (How cool would it be to get a network of schools doing this so that we could all learn together!)
We have a strong social justice component at Anastasis. Last year, our Jr. High kids spent time at Network Coffee House. During their time there, they spent a day in the life of a homeless person. They held cardboard signs on street corners and panhandled, they met other homeless, and got a tour of where these people sleep, get warm, etc. Afterward they had incredible reflections about their experience. It would have been a neat exercise to have them end the day by taking pictures of landmarks at the various stops around their tour as Triggers. When they got back to school, they could have created an augmented reality reflection tour for others.
In art class, students could take a photo of their creation and then overlay an explanation about how they created their art, their inspiration, etc. During a school art show, those in attendance would get to experience the heart behind each piece.
In social studies, students could snap a photo of a place on the map, and then overlay their learning on top. As others explored the map with the Aurasma app, all of that information would populate as they explored the map.
Learners could take a photo of the cover of a book (or book spine) that they just read. They can overlay the trigger image with their review of the book. As students are searching the library through the Aurasma app, they will see the reviews that other students have left behind.
Teachers can use Aurasma to embed instructions or norms around their classrooms. I’m imagining this being useful for special equipment use in a maker space or science lab. This would also be a great way to embed instructions when you have different learning happening in the classroom in a center like environment. Multiply your reach by layering the instructions or a demonstration of each center at its location in the classroom.
Teachers could also use Aurasma to amplify the usefulness of posters or bulletin boards around the classroom. Snap a photo of either as your trigger and then layer additional helpful information over top.
It could be fun to “hide” a writing prompt or brain teaser in your classroom each day. Just snap a photo of something in the classroom so that when students look through their camera with Aurasma, the overlay pops up with instructions.
This would also be a fun way to lead students through problem solving of a mystery where they are discovering clues and following directions. At the beginning of the year, you could create a tour of the school or scavenger hunt around the school to help students get acclimated to their new surroundings.
Sooo…the possibilities really are endless with this one!
Tips: Learners can create augmented reality experiences from the Aurasma website, but to actually view the augmented reality, an iPhone/iPad/Android device with the Aurasma app is needed.
What it is: Do you know about Stanford’s YouCubed? If you are a math teacher (and even if you aren’t) you need to know about this awesome resource! It is packed full of goodness for teachers and parents alike. Fantastic (and approachable) articles about brain science, mathematical thinking, and mindset. Outstanding ideas that you can use RIGHT NOW! Links to really wonderful math apps and games, videos and radio shows, tasks (also known as mathematical brain teasers), and visual mathematics resources. My favorite portion of YouCubed is the Week of iMath. There are 5 days of lessons, each one comes with a lesson plan, video, and list of materials needed.
How to integrate YouCubed into your classroom: There are SO many resources that can transform your classroom! I love the articles and research as references to send parents throughout the year. These are also great for reading with your older students who may assume that math is not their gig. The articles and research included show that math is for all of us, but our mindset may need a bit of a shift! What I love about the articles is the way they quickly dispel so many myths about maths, I guarantee you’ve heard all of this from parents over the years and now you have research to share to help them understand the truth about mathematical thinking and brain science.
The links to math games and apps is really helpful. You’ll find some old favorites, but likely be introduced to something new to use with your class. One of my very favorites listed is an app called Dragon Box…it is truly so brilliant for teaching students algebraic concepts and math thinking without any numbers or mathematical symbols at all!
The iMath section gives you a wonderful inspirational math lesson for each day of the week. These lessons go far beyond your typical math drill/skill/learn-a-new-formula. Instead, they are all about helping your students develop a growth mindset when it comes to math, and arming them with the necessary tools to think like a mathematician. Depth of learning! The approach in each lesson is playful and inquiry driven, it encourages risk taking and mistake making as they work with numbers, patterns, and relationships between concepts. I cannot say enough about this section of YouCubed! Each lesson is broken down into grade ranges so that no matter what age you teach, you can find the fit for your class.
Tips: This is an ideal site to start the year with, and then use as a reference all year long! You should also be sure to check out Jo Boaler’s books and articles. If you’ve ever felt under prepared/qualified to teach math, Jo will help you shift your own mindset and equip you to teach math like a master!
What it is:My Simple Show Video Creator lets students easily create professional level “explainer” videos. The finished product looks just like a Common Craft video, so cool! The step-by-step tool helps students think about storyline and the flow of explaining a concept.
How to integrate My Simple Show into the classroom:My Simple Show is a fantastic option for digital storytelling. Students begin by choosing to write their own script, or by uploading a Power Point presentation. Next, they can choose from one of many templates to start from, or alternately, start from scratch. The templates are an awesome option because they give kids an outline and break down the story telling/explaining process. For each step in the process, it guides students with a prompt and with some examples. My Simple Show auto-magically picks up words in the script and suggests pictures. Students can use the pre-selected images, choose an image from the My Simple Show library of images, or upload their own image or picture. In the final step, students add audio. This can be computer generated or students can record their own audio. The finished product is pretty impressive! Below is a video I made quickly today.
My Simple Show’s obvious use is for explanatory digital storytelling, but it would also be a great way for students to reflect on a field trip, tell a story, retell new learning (pssst. this is an awesome way to check for understanding!), or create their own “textbooks.”
Students can use My Simple Show to explain a historical event, introduce a biological process, introduce a physical law, summarize literature, summarize a biography, discuss pros and cons, explain a law, etc. Use My Simple Show to create whole class stories where each student contributes a portion of the explanation or story. This type of video can be made over a few weeks using classroom devices as a writing center. This would be a fun way to create an A to Z type book of learning, reflections by students after a unit, a 100 day video, fact vs. opinion video, a class video of poems, a phonics video, or a class video about a field trip that students took. Students can take pictures of science experiments and create a digital video detailing the experiment with text, images, and student voice reflections included. The finished product can be shared with parents and families easily through YouTube, Vimeo, or downloaded as a MP4 file.
For a back to school night activity, take a picture of each student to add to a class video and record students sharing an explanation of a school day. This same idea could be used in preparation for parent-teacher conferences. Students can create a video about their learning during the quarter/trimester, record thoughts about why they are proud of the work they did, and add reflections. These can be shared as a starting point for conferences, at the end of the conference, parents have a keepsake. My Simple Show could also be used for character education. Give the students a scenario or problem, and have them work out a step-by-step explanation or solution.
Because of the voice recording capabilities, My Simple Show, would be a great way for students to practice a foreign language. They can illustrate a word or phrase accompanied by the audio. Classes could work together to create a “living” digital glossary.
Be sure to give your students access to My Simple Show in your Maker Space, it is a great option for students to choose!
Tips: My Simple Show has video guides that lead students through each step of the process…I definitely recommend watching these at least once as a class or for the first round of creation!
What it is: Swift Playground is an awesome new app from Apple that teaches kids how to code in Swift. This free app for iPads uses games to teach kids Apple’s coding language used to create apps. Students can drag and drop code, and easily edit the code to customize it. The code can be instantly run so students can test out their code and see if it works. Best of all, in those instances that the code they put together doesn’t work, Swift Playground has debugging tools and hints built-in to help students rectify any problems. Students can also code with Swift from scratch making the app endlessly adaptable to any skill level.
How to integrate Swift Playground into your classroom:Swift Playground requires no previous coding knowledge, making it the perfect tool for learning how to code. For those students who have experience with coding, Swift Playground is robust enough for even seasoned programmers to bring new ideas to life. Swift Playground begins with a series of challenges to help students master the basics, students use code to help characters navigate a 3D world. When the challenges have been mastered, students can build and manipulate their own code to dream up new creations. Use Swift Playground to get your students thinking logically and solving problems from new perspectives. The skills built as students learn to code are the same skills that will help students in other disciplines like math and science. I love the way Swift Playground starts out by giving students a fun environment of challenges to learn the basics of Swift, but also allows them the flexibility of drag and drop code, and allowing students to edit and write their own code. Swift Playground even features a special keyboard that includes the most common coding characters so that students don’t have to hunt through keyboards to find what they are looking for. As students advance in their skills, they can use code templates that allow customization with code. Beyond what most learning platforms allow, students will be able to adjust multi-touch interactions, the accelerometer, and the gyroscope. These features and abilities are such an awesome tie-in to conversations about complex math and physics! When students are finished with their creation, they can share it with others using Messages, Mail, or Airdrop. Students can even post videos of their creation for others to see! For those who are really soaring, Swift Playground code can be exported to Xcode (where the pros create apps).
Many classrooms don’t yet have time built into the day that is dedicated to coding. But perhaps once a week you use coding in math class as applied math, or use Swift Playground as part of a 20% time offering in your classroom. If those are unavailable, consider participating in Hour of Code. Play with Swift Playground yourself and you’ll start recognizing tie-ins with other learning that your students are doing. When your students are proficient with coding in Swift Playground, they can start creating and reflecting on learning with the code they know. Swift Playground is a fantastic resource to have available as part of your Maker Space! Maybe they create a new game to help them remember vocabulary, or math facts. Perhaps they build a world based on a historical event. Once those basics are mastered the application possibilities are endless!
Tips: Everyone can code! This isn’t a skill that only a few should possess. Even the youngest students can use Swift Playground, I’m talking kindergarten can use this app! If you are new to the concept of code, check out this crash course from Apple.
What it is:Woot Math uses adaptive technology to personalize the math learning experience in new ways for 3rd-6th grade students. With a focus on fractions and decimals, Woot Math allows students many inroads to understanding. Flexible implementation options mean that Woot Math can be used in any classroom configuration whether it be 1:1 devices, shared devices, whole-class, or as intervention. The Woot Math system works on the web, iPads, or Chromebooks seamlessly…it truly is a great option for any classroom! It is super user-friendly, and gives teachers the ability to customize for each student in the class as a starting point. Woot Math is adaptive, as students use it, it gets “smart” and creates learning pathways based on the specific needs of the student. Beginning with foundational rational math concepts, Woot Math makes these necessary foundational skills accessible for all students. It is like having a personal tutor sitting beside them as they work through new learning. If a student doesn’t understand a problem, the program adapts to approach the learning in a new way. The illustration of concepts is brilliant! Woot Math gives students a solid understanding of fractions, laying the necessary ground work for algebra, geometry, physics, chemistry, and statistics. Sign up TODAY, Woot Math is totally free for the 2015-2016 school year!
How to integrate Woot Math into your classroom: To begin with Woot Math, decide how you will use it in your classroom. Do all of your students have access to a technology device? Do you have a bank of devices that they can rotate through? Do you have a projector/interactive whiteboard? If you are using Woot Math with limited technology access, beginning with the Interactive Problem Bank is best. Here you can quickly access thousands of hands-on fraction and decimal problems for students to work through together. You can project the problems on a whiteboard or use an interactive whiteboard. Problems can be selected by topic or standard and then by model type. Students can either work together in community solving problems, or as a center in a math rotation. If you have better access to technology, and students can work independently on a device, the Adaptive Practice is the place to start. Here you can print out student login cards, assign an initial topic, and the program will adaptively generate and assess thousands of interactive problems. This is also the place where you can track student progress and understanding through concepts and skills. The visual examples and leading through problems is fantastic, it is truly an engaging process for students to learn with! This is the best way (in my humble opinion) to use Woot Math, because it allows students to work in exactly the way they need to increase understanding and build a solid foundation of understanding. Be sure to go through Woot Math independently of your students to truly appreciate the interactive learning modules and visual representation of concepts…they are brilliant!
Tips: Be sure to sign up soon, take advantage of this timing when Woot Math is 100% free! There are some great teacher resources to download to help you as you implement Woot Math.
What it is: You guys, the World Education Games is back again, taking place around the world October 13-15, 2015! More than 5 million students from over 200 countries and territories will participate in the games for 2015. This is an exciting online challenge for students around the world. The competition begins tomorrow and continues through October 15. The World Education Games includes World Literacy Day, World Math Day (which has been around since the first World Education Games), and World Science Day. Just by participating through the answering of questions, students will be earning UNICEF points which are converted into money that goes directly toward supporting UNICEF education programs where class and school resources are desperately needed.
In World Literacy Day, students will enter the Spellodrome to compete with students from around the world. A sentence will be read aloud and it is the student’s job to spell the missing word.
For World Maths Day, students will enter Mathletics, to compete with students around the world. This is a place for students to practice and work on math fluency speed and accuracy.
World Science Day will bring students to the IntoScience dashboard where students will test their knowledge with a panel containing 16 question boxes, split into four categories of science. Each question is worth one, two or thee points based on the difficulty. In this game, you must answer faster than your opponents.
How to Integrate World Education Games into your classroom: I love the World Education Games for the fun way that it helps students (k-12) practice facts in math, spelling, and science knowledge. This makes drill/skill infinitely more fun. Students can practice with their own classmates and with those around the world. When I was still in the classroom, World Math Day was a time of year that students looked forward to. They ASKED for homework (can I keep playing at home?). True story. The kids loved finding out which country they would be paired with. It was always very motivating to see someone half way around the world playing the same game at the same time. My students worked hard to see if they could be paired with someone on every continent before the Games were over. Keep track of the countries that your students get matched with on a Google Map or on the printable maps offered on the World Education Games Website.
For at least one week, ditch the worksheets (or do it like we do at Anastasis and ditch them every day!) and practice math facts and spelling with fun games instead. This is a few days of fun, friendly competition for your students. The adjacent learning opportunities during the World Education Games is great (similar to what the Olympic games brings!). Geography, math, spelling, and science investigations are the obvious adjacent possible. This year, UNICEF is partnering in on the Games and the points that your students earn goes toward a very worthy cause, for every point your students earn, money is being donated to UNICEF for education. In addition to the drill/skill, your students can inquire into the Power of One (as our students at Anastasis Academy are doing), or can inquire into organizations that make a difference in the world (like UNICEF) and explore the social issues that these types of organizations are working to solve.
Tips: Using an Android or iPads in the classroom? World Games Day has Apps for that! Download the Mathletics app here for free!
What it is: I’m telling you, the edublog alliance I created in 2010 is like the gift that keeps on giving. Year after year I continue to be inspired, excited, and made to think by my edublog alliance PLN! These are my go to blogs before all others! Karen Ogen recently posted about a Virtual Escape room. It is so much fun, I had to share here as well on the off-chance you don’t already follow Karen’s blog (iTeach with Technology). Virtual Escape Room is reminiscent of the Clue Rooms or Escape Rooms that are popping up all over the US (I assume they are happening overseas, can anyone confirm that?). These real-life rooms are not only fun, they are a great way for students to think critically and problem solve together. The premies of the rooms is this: You find yourself locked in a room and, using the clues in the room, must find your way out. There are props, puzzles, and clues all over the room and a time limit. The Arizona Science Collaborative has created a virtual version of the escape room (cue cheers from me!). While a real-life escape room would be amazing, often this is not a realistic school field-trip because of funding, class size, and transportation. Enter the virtual version!
How to use Virtual Escape Room in your classroom: The Virtual Escape Room is a great way for your students to work in small groups to solve a mystery together using critical thinking and problem solving. Students must work together to find their way out of a dark virtual room using the clues in the room and solving some puzzles. Students learn how to work together in teams, communicate effectively, go through the scientific method, and solve problems creatively. Put students together in groups of 3-4 students to solve these problems on classroom computers, using an interactive whiteboard as a center, or on individual devices. Before completing the room, discuss what makes a good team member. How can we best solve problems together quickly? Students can go through the room together. Find out which team can get through the virtual challenge the most quickly. Follow up with discussion about what clues they used, how the students worked together as a team, and what things slowed them down. How was the scientific method used?
Tips: If you aren’t familiar with Breakout/Escape rooms, check out http://www.breakoutedu.com to find out how other teachers are creating their own! The virtual room could be a great introduction to a larger room. Even better, introduce your students to this idea using the virtual room, and ask them to create their own escape room challenge (in-real-life) for each other!