GeoGuessr- Build critical thinking skills with this map-based game

GeoGuessr map game that builds critical thinking skills

What it is: GeoGuessr is a fun map-based game where students get virtually “dropped” somewhere in the world, and must explore the landscape around them through Google Street View to determine where in the world they are. When they’ve determined where in the world they are, they click on the world map to make a guess. Students will be shown the actual location they are, as well as how far off they were from the correct location.

How to integrate GeoGuessr into the classroom: GeoGuessr is a fun way to challenge your students to use context clues, think critically, ask questions, and learn geography. It’s also a great way to help them explore the world from your classroom! I think GeoGuessr is best as a small group or class activity where students can work collaboratively to solve the challenge together. Begin by exploring on a projector-connected computer or classroom devices. Ask students what they notice about where they’ve been dropped. What does the landscape look like? What natural features do they notice? What kind of climate would they guess they are in? What do the street signs look like? Do they see any clues that might help them? Next, invite students to ask questions (they don’t need any answers…sometimes the questioning process helps us ask better questions or notice new things!). Narrow down the part of the world students think they are in and make a guess. How close were they (this could lead to a mini-lesson on distance conversions)? GeoGuessr would make a great thinking prompt to start any class with. This exercise could take 10-15 minutes and jump-start your students in critical thinking and problem-solving. It’s a great way to model noticing, inquiry, using context clues, and thinking critically as they solve problems. All skills that are useful for any kind of learning!

GeoGuessr would also make a fun morning pages writing prompt. Students must write a story, poem, descriptive writing, etc. about where they’ve been dropped.

Tips: Want to create your own GeoGuessr challenges? You could create a challenge that reinforces any theme or topic. Sign up for a GeoGuessr Pro account.

Flipgrid for every classroom

Flipgrid for every classroom

What it is: Flipgrid is a video discussion platform for your classroom that lets you engage and capture learning in new and awesome ways. It’s simple (and free) to get started, just create a grid and add a topic to spark some discussion. Students can respond with short video responses using any browser, Chromebook, iPad, tablet, or mobile device. All the students can view the videos and engage. You can moderate videos, provide custom feedback, and set the privacy rules. The free version of Flipgrid lets you create one grid (this is your classroom or community), unlimited student videos (up to 90seconds), simple individual student feedback, and private video sharing with families.

You are the Flipgrid Topic Designer (your students could be as well!). Embed YouTube or Vimeo videos, upload images for your students to discuss, feature a file or a weblink.

How to integrate Flipgrid into your classroom: Flipgrid is a great way to get your students reflecting on learning, collaborating, and providing peer feedback. Students can create and share a book talk or chapter reflection, discuss current events, delve into a topic, engage in an online Socratic seminar around a given topic, collaborate, verbalize their learning process, etc. Flipgrid works in any classroom, with any age student, and within any subject. The sky (and your collective imaginations) are really the limit!

Flipgrid is a fantastic add to the language arts classroom where students can: share a word of the week, complete a video chapter summary, create a character monologue, explore themes and ideas in a text, complete a book review/book talk, ask questions of the author, come up with alternative endings, make text predictions, dramatic readings, practice reading fluency/voice/tone/inflection, reflect or wonder during reading, make connections to other learning, explore metaphor, practice and reflect on presentation skills, collaborative Flipgridding with another classroom, explore perspective, or conduct interviews.

In the math classroom students can: talk through their process or problem solving approach, share examples of found math in context, number talks, weekly math challenges, find the mistake responses, student created math tutorials of new concepts they are learning, stump the class challenges, demonstrations with manipulatives, solving or creating their own “what doesn’t belong” challenges, or solutions to math challenges with multiple outcomes.

In the science classroom, students can: share each step of an experiment through the scientific method with each step being a new video, document dissection, reflect on failures, show the process of building or designing, make predictions, document process, demonstrate, post wonderings, or class challenges.

In the history/social studies classroom students can: do living history exercises where they take on the persona of a historical character, reflect on an era or connective topic like: “what are contributing factors to revolutions,” conduct interviews, explore perspectives, reflect on and discuss current events, create a video timeline of events, connect past events to current events, explore historical trends, connect with other classrooms from around the world, explore place and environment, teach classmates about a historical theme that they geek out on, explore social justice issues, or give a voice to those who historically haven’t had one.

Flipgrid makes for an excellent addition to the portfolio. I love the way it encourages collective intelligence and highlights the social nature of learning. Flipgrid is also a great way to build a growth mindset and self-assessment. As students complete any project or assignment, they could add their reflection on the learning as well as where they think they are currently in their learning journey (we use the progression of Novice, Apprentice, Practitioner, Scholar, Change Maker).

At the end of every year at Anastasis, we host an event we call “Storyline.” Flipgrid would be an excellent addition to that end of year celebration and review of the year. Students could use Flipgrid to document learning progress throughout the year and use it as a way to review their growth.

Tips: Flipgrid integrates seamlessly with other education products you are already using including WordPress, Canvas, Teams, Google Classroom, One Note, Edmodo, Schoolology, Blackboard, Sway, Brightspace, and Power school. The paid versions include tons of added features and are worth exploring more if you find yourself using Flipgrid regularly.

 

How do you use Flipgrid in your classroom?

Check123: Video Encyclopedia

 

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.

Tips: Check123 is free for teachers!

Plan It Green: build an energy efficient model city

Plan It Green, the Big Switch: Build an Energy Effient Model City

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.

Aurasma: Create Augmented Reality Experiences in Under 2 Min.

Create augmented reality experiences for your classroom in under 2 minutes

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!

Empower students to create their own augmented reality experiences

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.

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Flash & Thunder- Part graphic novel, part game, all fun and learning

INVICTA-Challenge- graphic novel/game/maps

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What it is: INVICTA Challenge combines technology (in the form of an action-packed video game), a graphic novel, maps, an operation packet and an action figure that inspires kids to read and problem solve. Each INVICTA Challenge collection builds problem solving and leadership skills for students 8-14. Part story, part game, students are placed in historical situations where they get to make the decisions that will determine success or failure. The first challenge, Flash & Thunder lets students walk in the shoes of an American Hero.

How to Integrate INVICTA Challenge in your classroom: These challenges are a fun and new way to foster literacy, history, and leadership skills in your classrooms. Stories are highly visual and have enough action and adventure to keep even your reluctant readers engaged. The game component of the challenge almost takes on a choose your own adventure feel as it pairs with the graphic novel, maps, and missions. The first challenge, Flash & Thunder tells the true story of a Native American paratrooper’s D-Day leadership. The way that this combination puts students in the middle of the story is fantastic. Students aren’t passive readers…it is impossible! With Flash and Thunder, students are in the middle of the action, analyzing options, making decisions, evaluating the decisions and building comprehension and understanding of history all the way.

The INVICTA challenge is like a smart recombination of the things I enjoyed most from my own childhood: American Girl dolls/Books, Oregon Trail…only with a major upgrade.

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At Anastasis, we’ve been working on an inquiry unit about change makers and the power of one. The INVICTA challenge has been a fantastic launching off point for students as they consider what it means to be a change maker, and what characteristics make up a change maker. This interactive challenge/book/game put students in the middle of thinking like a change maker, building leadership traits like integrity, nobility, valor, initiative, curiosity, tenacity, and accountability.

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This challenge would be an excellent addition to your classroom library. You might want a few copies so that students can read together and work through the game and missions together in a book group. The video game component will be available on iOS, Android, and online here. Take a look!

Tips: The INVICTA Challenges can be purchased at Barnes and Noble for $34.99. For all that is included in this kit, it is truly a great value! I’m so excited for the other challenges to come out, some very exciting stories and characters are on their way!

Full disclosure: INVICTA sent me the Flash and Thunder challenge so that I could review it for you all here. But…

You can win your own Flash and Thunder challenge at the 5Sigma Education Conference in February! If you register for the conference today, you can save 20% using the code: CYBERMONDAY at check out. Not only will you get the opportunity to win one of these great challenge kits for your classroom, you also get a conference experience like no other!

World Education Games 2015! Math, Literacy, Science


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!

 

Post-it Plus: Digitize your Post-it Notes and take brainstorming with you!

Post-it Plus: take your brainstorm sessions with you!

What it is: Post-it Notes are among my very favorite office supplies. I use them for brainstorming, my calendar, to jot down reminders, and to collect the brilliant ideas that happen in the middle of the night. At Anastasis, we use Post It Notes constantly to help organize brainstorm sessions and lines of inquiry during an inquiry block. As you might imagine, we use TONS of Post-it Notes during any given week! They are hard not to love, brightly colored squares just waiting to collect brilliance and post it for the world to see. Recently, I stumbled on an app, Post-it Plus, that takes my love of sticky notes to a whole new level! Post-it Plus is an app that lets you snap pictures of a Post-it note brainstorm session, and then arrange, refine, and organize the notes on a virtual board. The newly organized digital board can then be shared out.  Students can capture 50 Post-it notes at a time and collect and combine ideas from multiple categories. Notes can be organized on a grid, or free form any way that you would like. Boards can be shared via email, PowerPoint, Excel, Dropbox, by PDF, etc. After the work has been shared, anyone can help contribute and arrange the notes to create a great idea! The app is free and optimized for iOS 8.

How to integrate Post-it Plus in your classroom: Post-it Plus is a great way for students to capture their brainstorms and group work so that they can take it with them.

Collaboratively brainstorm with your class or explore some different lines of inquiry and record each new thought on a sticky note. Students can then take a picture of the group on their iOS devices and arrange and group in a way that best makes sense to them. Now all of your students can manipulate the sticky notes individually and bring their learning with them.

As students are writing (either creative or informational), they can write each new idea or paragraph on a different sticky note. Then they can arrange their notes and take a picture. As they create different arrangements, they can use the digital version to compare with the original to make decisions about the flow of their writing.

Teach young students? Write down the different parts of a story (beginning, middle, supporting details, end) on several sticky notes. Students can snap a picture of the notes and practice sequencing the story. Each student has the digital version, so each can practice ordering and you can quickly assess their understanding.

Post-it Plus could also be used for phonics work. Write phonemes on individual sticky notes and ask students to take pictures of each phoneme with the app. Then call out words that students can create with their phonemes in the app.

Post-it Plus is also fantastic for students learning math processes (order of operations anyone?) and algebraic thinking. Write each part of an equation down and students can manipulate the digital sticky notes to show process.

Students can also use Post-it Plus to categorize and organize ideas and events in history, science, government, etc. How We Got to Now anyone? 🙂

Tips: I can’t tell you how many conferences I’ve been to that we used Sticky notes to brainstorm ideas. Post-it Plus makes it easy to take that thinking and learning with you in a very practical form that you can interact with later! Speaking of conferences, the 5 Sigma Edu Conference is a great one to test out this app!

How We Got to Now: 6 Innovations That Made the Modern World

How We Got to Now: 6 innovations that made the modern world

At Anastasis Academy, we are in the middle of the inquiry block “Where We Are in Place and Time.” During this block our students are exploring orientation in place and time, personal histories, explorations and migrations of humankind, and the relationships between the interconnectedness of individuals and civilizations from local and global perspectives.  Serendipitously, Steven Johnson’s new book “How We Got to Now” just came out along with a PBS documentary. The timing could not have been better!! Steven looks at 6 innovations that made the modern world. In his telling about these 6 innovations, he demonstrates the inquiry approach in really brilliant ways. The interdisciplinary nature of this series is fantastic! I’ve been reading “How We Got to Now” (I highly recommend it!) and the students have been watching the new PBS documentary series by the same name as part of the inquiry unit. In addition to the book and documentary series, PBS has a brilliant How We Got to Now website for the classroom!

What it is: How We Got to Now with Steven Johnson is a website from PBS. The resources on the site are meant to support the documentary series (or book) and recommended for 6th-12th grade. At Anastasis, we are using it with students as young as 3rd grade and they are all getting something out of it and loving the connections of history and these innovations.

How to use How We Got to Now in the classroom: I love the way that Johnson explores innovation through these 6 lenses. Instead of offering up the typical “heroes” of invention, Johnson introduces students to concepts that span hundreds of years of invention and many of the unsung heroes. The six innovations include: glass, time, clean, light, sound, and cold. I’m telling you, the way that Johnson helps kids see connections in innovation and invention is brilliant! So much the way that inquiry works. 🙂

The How We Got to Now site has a great “Big Ideas” section that leads students to dig deeper into the six innovations and has provocations for students to continue making connections, learning, asking questions, and even coming up with their own innovations.

Students can explore and discuss how change happens and think about how we get to “next.”

As I mentioned, our students at Anastasis are really loving this block. They are enjoying exploring Where We Are in Place and Time with the help of Steven Johnson and through the lens of these six innovations. It has led to a lot of additional lines of inquiry and has also prompted our students to create their own innovations and inventions for the “next.”

As I was reading “How We Got to Now,” I couldn’t help but imagine a set of dominoes. Each innovation connects to something prior that sets off a chain reaction like the domino effect. I suggested to our classes that the students choose one of the six innovations to illustrate this way. The students will create a mini museum for our families to go through that is full of large cardboard dominoes with the inventions and catalysts of the chain reaction. The last domino will be their invention. I’m excited to see this come together!

Tips: Watch full episodes of How We Got to Now online here.

Are you interested in learning more about the inquiry model we use at Anastasis Academy? Join our conference in February! Early bird registration now available.

News-O-Matic: New non-fiction delivered to your classroom every day!

News-O-Matic: New non-fiction delivered to your class every day!

What it is: Press 4 Kids, News-O-Matic is both a subscription-based app and a free daily email delivered in pdf format. News-O-Matic is a fantastic current event, news source for elementary students. It is a great resource for fresh, non-fiction material for your classroom. Recall, discussion, and comprehension questions are included in each News-O-Matic. You can purchase an app subscription for your class in the 1:1 iDevice setting, or you can subscribe for the FREE daily school edition which is delivered by email. The PDF can be printed out to share with your students, or to keep your class paperless, you can share it on an interactive whiteboard or projector-connected computer.

How to integrate News-O-Matic in your classroom: News-O-Matic delivers a daily newspaper written especially for elementary-age students. Each edition comes with 5 current-event, news stories that cover the latest news, science, sports, and wacky kids stories. Students get a chance to not only read the news, but also rate articles, submit questions, and submit their drawings. News-O-Matic is  a great way to keep your students reading regularly. Each day they will get engaging non-fiction reading that helps build a global perspective. Use News-O-Matic daily, as a class discussion starter. Challenge your students to make connections between the current events they are reading about, and the learning they are doing in class. Integrate geography study with reading each day. If you have a classroom map, put a place marker on it each time you read an article that is location specific. This could also be done virtually with Google Earth. This practice will help students visualize where each event takes place, while at the same time building geography skills.

Tips: All publications are ad free, so you never have to worry about inappropriate content.

The school app edition of News-O-Matic is $9.99 and can be found here.