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Last week I was presented with a blog award from Emily Starr who writes the Interactive Content Corner blog.  The award is meant to honor blogs that we personally hold in high regard by spreading the word about them and sharing them with others.  I didn’t act fast enough in passing my award...

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Trapped! Punctuation: Punctuation Practice for October

Posted by admin | Posted in Apply, Knowledge (remember), Language Arts, Primary Elementary, Secondary Elementary, Understand (describe, explain), Websites | Posted on 15-10-2012

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What it is:  I’ve long been a fan of the BBC’s Bitesize games and activities.  They continue to grow and continue to impress me.  I recently ran across the BBC Bitesize Trapped! Punctuation game.  It couldn’t be a more perfect way to practice punctuation in October.  It has all the elements that students will enjoy: a challenge in the form of a story, spooky characters and setting (but not too spooky), a built in extra game challenge to get from one level to the next.  The game begins with a short animation explaining how students got trapped in a tower and how they will solve punctuation puzzles to get free.  Students have to choose the correct punctuation to complete each puzzle.  After they have chosen the punctuation, they have to use some physics/experimentation to get an apple into a hole to move on to the next level.  This is FUN punctuation practice!

How to integrate Trapped! Punctuation into the classroom: Trapped! Punctuation is a fun way for students to practice placement of punctuation in writing. This beats worksheet practice hands down.  I like that the site puts students in the middle of a story and challenge.  Students will have to consider why a punctuation mark is appropriate in each place.  After students choose the punctuation to complete the puzzle, students have an additional challenge of getting an apple into a hole.  There are some very basic physic principles introduced here.  Students have to use the mouse to choose the angle and speed to shoot the apple to get to their goal.  The puzzles get increasingly difficult and add the additional challenge of extra twists and turns to get the apple through.  The second challenge asks students to choose the correct form of punctuation by “herding” crates with the mouse.

I like that these games are not your typical drill and kill.  They aren’t simply choose the right answer and move on.  There is an additional problem solving component built into each game.  Can’t beat that!

Trapped Punctuation would be a great challenge for kids in a one to one computer setting.  Don’t have that luxury? The games are quick enough to be used as a center activity in the one or two computer classroom.  Set up Trapped! Punctuation as one of the centers in the classroom for students to visit as part of their rotation.

Tips: This practice is fun and challenging enough that students may want to continue practice at home.  Be sure to share this link with parents, they are always looking for good uses of home computer time!

Leave a comment and tell us how you are using  Trapped! Punctuation in your classroom.

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TED-Ed: Lessons (videos) worth sharing

Posted by admin | Posted in Analyze, Art, Evaluate, History, inspiration, Interactive Whiteboard, iPod, Knowledge (remember), Language Arts, Math, Middle/High School, Primary Elementary, Science, Secondary Elementary, Social Studies, Teacher Resources, TED Talk Tuesdays, Understand (describe, explain), video, web tools, Websites | Posted on 26-04-2012

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What it is: I have long been a TED talk fan, so much so that I started a lunch group at my previous school called TED Talk Tuesdays where teachers could gather over lunch, watch TED Talks and discuss it’s implication on education.  TED has a brand new education site that I am excited about.  TED-ed is a collection of educational video lessons that have been animated.  These lessons can be used as a supplement in any classroom.  Each video on the TED-ed site has an associated lesson, a Quick Quiz with multiple choice comprehension questions, Think which asks questions to help students think more critically about what they have watched, and Dig Deeper which helps students to explore the topic further.  In addition to the videos, TED-ed gives educators the ability to “flip” videos.  You can use, tweak, or completely re-do any lesson that is featured on TED-Ed, or even create lessons from scratch based on any video from YouTube.  You can re-title a lesson to fit your classroom, add context, questions and follow-up suggestions, and create a custom URL for your video lesson.  You can even track your student’s progress to see who has viewed the assigned video, the number of questions they attempted, the answers they provided, and the answers they got correct.

How to integrate TED-Ed into the classroom:  TED-Ed is a fantastic new resource for the classroom.  The videos can be used for flip teaching.  Flip teaching changes up the classroom model.  Normally students come to school to get instruction and do their practice work at home as homework.  In a flipped teaching model, the instruction is watched at home as “homework” and the practice happens in the classroom where students can receive teacher support.  This means that the focus in the classroom is on higher-order thinking and learning skills instead of on instruction.  How novel. :) Student can come to class ready for deeper inquiry, critical thinking, discussion with classmates, collaboration and get more personalized attention from the teacher.  You maximize classroom time by “going home” with the students.

Video is a great medium for learning because it allows students to learn at their own pace and gives them the ability to replay as many times as they need to.  Visuals are always useful when learning something new, video is a great medium because of the way that it helps enhance understanding through the use of visuals. 

Videos are searchable by those that have been featured, those that are part of a series or by subject.  Students can learn about the arts, business/economics, design/engineering/technology, health, literature/language, math, psychology, science/technology, and social studies.  The library will continue to grow as teachers flip the videos and TED-ed adds content from educators around the world.

The videos are great in a flipped classroom model but can also be used within the classroom.  Videos can be watched and discussed as a whole-class or put on classroom computers as a learning center.  When I taught second grade, I made sure that I had time individually with my students each week.  In the mornings, my students worked on groups with “tub work” to make this time possible with individual students.  These videos would make a great “second teacher” in a blended learning classroom where students could continue their learning while you work with students individually. 

Tips: Remember, if you don’t find a video that meets your classroom needs, you can always flip any video you find on YouTube!

Please leave a comment and share how you are using TED-ed in  your classroom!

Gamestar Mechanic: Teaching game design in the classroom

Posted by admin | Posted in Analyze, Anastasis Academy, Apply, Art, Character Education, Create, Evaluate, Fun & Games, Language Arts, Math, Middle/High School, Primary Elementary, Science, Secondary Elementary, Teacher Resources, Understand (describe, explain), web tools, Web2.0, Websites | Posted on 15-02-2012

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What it is: I just love when I get lost in a bunny trail of links…you know the kind, you go hunting for something specific and click on something that looks interesting which leads you to a browser of 25 tabs open.  I had one of these serendipitous link moments today that lead me to Gamestar MechanicGamestar Mechanic is both a game and an online community that teaches kids how to design their own digital games.  In designing games, students learn systems thinking, creative problem solving, art and aesthetics, writing and storytelling, and creates a motivation for further STEM exploration.  The free version of Gamestar Mechanic is available with unlimited use for teachers who want to use it with their students.  This account option comes with 1 teacher login and 40 student logins.  A premium account offers some additional classroom goodies including: class management, the ability for students to incorporate their own custom artwork, live professional training webinars, tools for tracking student activity and assessing progress, the option of having a “walled” school community, and more.
As a teacher you will find sample lessons for using Gamestar Mechanic, an introductory step-by-step guide, and a full learning guide.  Teachers can even play a short quest to learn more about how to use Gamestar Mechanic in the classroom to teach core subjects.

How to integrate Gamestar Mechanic into the classroom:  There is so much to learn from digital games.  As a player, students learn to think strategically, persist through failure and experience epic wins that can translate to what they do and are willing to try out in real life.  As a designer students learn systems thinking, creative problem solving, digital art and aesthetics, and storytelling and writing.  Students love being able to bring their creations and ideas to life in the form of a game.  Gamestar Mechanic could be the key to unlocking the storytelling genius in your reluctant writers.  It has been my experience that a student faced with a blank paper and a writing assignment can be daunting.  Introduce the idea of designing their own game and suddenly a storyline pours forth.  It is pretty neat to watch!
Gamestar Mechanic makes it easy for all teachers to incorporate game design into the classroom and weave it into the core subjects being taught.  You don’t have to be a tech-superstar, just create an account, read through the getting started guide and enlist the help of a student who’s passion is game design.  This type of designing and thinking is wonderful because it lays the ground work for so much other STEM thinking.  It nicely blends disciplines and helps students recognize the overlap in the learning that they do.
Students can each create a game of their own in a lab setting where every student has a computer.  If you are limited on your computer options for students, create a game as a class using an interactive whiteboard or projector-connected computer.  Students can create games that incorporate other learning or research they are doing to help teach future classes or younger students.  At Anastasis, we have Crave Classes.  These are classes that the student gets to choose based on personal passions.  In the one or two computer classroom, give your students time for a Crave class where they work on Gamestar Mechanic.  Other students can follow their areas of passion…almost in a center type of a set up.
Tips:  There are a variety of pricing and package options for classrooms.  If your students are really enjoying the game design process, it might be worth taking a look at the premium options available.

Please leave a comment and share how you are using Gamestar Mechanic in  your classroom!

Admongo: “Aducation” learning about advertising

Posted by admin | Posted in Analyze, Art, Character Education, Evaluate, History, Language Arts, Middle/High School, Secondary Elementary, Teacher Resources, video, Websites | Posted on 17-11-2011

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What it is:  Admongo is a website from the FTC all about advertising.  The site aims to improve “advertisement literacy” by raising awareness of advertising and marketing messages, fostering critical thinking skills to help students analyze and interpret messages in advertising and demonstrate the benefits of being an informed consumer.  These concepts are introduced in the form of a game.  Students get an “aducation” by playing a game where they are introduced to the world of advertising.  Students create a character, game name and password.  As students play they collect advertisements, watch videos about the different kinds of advertisements and are asked to think about the advertisement and how it is used.  Students are asked who the target audience of the advertisement is, who created the ad, what is the ad saying, what does the ad want them to do.

How to integrate Admongo into the classroom: Advertising is all around us, Admongo helps students identify  the ads that they are surrounded by every day and prompts them to think deeply about the purpose and aim of advertising.  Students at Anastasis are currently completing an inquiry block all about advertising.  A look at advertising can introduce students to persuasive writing, the effect of different music, colors and mediums, critical thinking and problem solving.

I like to have students to consider both sides of advertising.  First, what does it mean to be a consumer and how does advertising play into that?  Second, how would you create an advertisement that reaches a target audience?  Advertising asks students to carefully consider their audience, the objective, and the tools that they use to spread a message.  You can also tie advertising to history by asking students to look at World War II posters.  Students can analyze the purpose of the poster, the call to action, the colors used, the intended audience and the message being “sold”.  Students will need to do some digging to find out why the posters were successful and what events were occurring that made the posters necessary.  After students explore actual World War II posters, they can plan and create their own.

There are so many places to go with an advertising unit and Admongo is a great starting point.  Students can go through the game independently on computers or use an interactive whiteboard/projector-connected computer to take turns navigating through the game.  Stop and discuss each question that pops up as a class.

Tips: Be sure to check out the “Teacher” section for lesson plans, print materials and videos.

Please leave a comment and share how you are using Admongo in  your classroom!

Draw That Habitat

Posted by admin | Posted in Apply, Art, Create, Evaluate, Interactive Whiteboard, Primary Elementary, Science, Secondary Elementary, Understand (describe, explain), Websites | Posted on 24-02-2011

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What it is: I am a fan of everything PBS does, recently I ran across this gem while looking for some activities that help students learn about habitats.  Draw that Habitat is SO much more engaging than most of the “match the animal to the correct habitat” lower level thinking “games” (if you can call them that) that are out there.  In Draw that Habitat, students are introduced to imaginary animals.  They are briefed on the animal and its needs and are then given drawing tools to create a habitat.  Each month a new imaginary animal is introduced. This month’s challenge is an animal called a Flarch.  During the activity students learn that a habitat is a place that an animal lives where they get food and water, find shelter, search for a mate, and raise babies.  Students are asked to think about how and where the imaginary animal gets food and water, where it keeps safe from weather and other animals, etc.  What I love about this activity is that it calls on student’s creativity and imaginations.  They are asked to come up with a solution for an imaginary animal and in the process learn about habitats, camouflage, and adaptation.  When students are finished with their habitat, they can share it with other students and view and rate the habitats that others have created.

How to integrate Draw That Habitat into the classroom: Draw that Habitat is a great little activity for primary students who are learning about habitats, camouflage, and adaptations. It is probably best to use Draw that Habitat after students have a general understanding of what a habitat is.  This is a place where they can solidify that understanding and expand on what they have learned by creating something new.  I like the abstract nature of the activity, they aren’t creating a habitat for a known, real animal; instead, students are coming up with new solutions based on some key information they are given.  This gives students a chance to think critically, problem solve, and use some creativity and imagination.

In a one to one setting where each student has access to a computer, each student can create a habitat for the month’s challenge.  When students are finished, have a class parade, where students walk through and view the different solutions that classmates came up with.  Students can explain why they made the choices they did and see what other solutions might work.

In a one or two computer classroom, students can visit Draw that Habitat as a learning center in small groups.  Students at the learning center can each contribute to the habitat.

If you don’t have access to computers for students to visit, create a class habitat using an interactive whiteboard or projector-connected computers.  Each student in the class can add to the habitat and describe how their contribution is important for the animal who lives in the habitat.

As an extension activity, students can write a story about the imaginary animal and its habitat.

This site is intended for younger students (early elementary), but don’t discount it’s usefulness in upper-grades.  I find that when drawing-coloring are involved, students of all ages get excited about it- I have had 6th graders jump on this site and have a great time creating a habitat (they were jealous the younger kids got to do the activity and they didn’t- reminding me once again that kids like opportunities to play and be creative!).

Tips: Students can save the habitat they create offline as a .jpg file.  Click the “save” button to download.

Please leave a comment and share how you are using Draw that Habitat in your classroom!

LEGO Education Magazine-Free!

Posted by admin | Posted in Apply, Create, History, Interactive book, Knowledge (remember), Math, Primary Elementary, Science, Secondary Elementary, Teacher Resources | Posted on 15-12-2010

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What it is: LEGO Education has some truly fantastic resources for classrooms.  LEGO Club In-School Edition Magazines are free to schools and designed for first, second, third, and fourth grade students. The 2011 LEGO Club In-School Magazines have two themes: Ancient Egypt and Space Exploration.  The magazines can be ordered in two versions.  For first grade students, LEGO Club Junior includes puzzles, easy-to-read comics, and fun building challenges.  For students in second, third, and fourth grade, LEGO Club focuses on basic reading, critical thinking games, and building ideas.  Each magazine comes with a custom teacher’s guide that include fun hands-on activities, classroom tidbits, and articles about how to create a LEGO Smart classroom for your students.

How to integrate LEGO Education Magazine into your curriculum: These fun magazines will have your students learning about and exploring Ancient Egypt and Space Exploration in new hands-on ways.  Your students will love the building challenges, comics and reading material, and activities that pique their curiosity.  Use the LEGO Club Magazine as an introduction to a unit on Space or Ancient Egypt, or offer the activities in the magazine as extension activities.

Tips: Magazines are packaged in groups of 50, 100, and 200. Consider ordering the magazine for the entire grade or school.

Please leave a comment and share how you are using LEGO Education Magazine in  your classroom!

Death in Rome

Posted by admin | Posted in Analyze, Apply, Evaluate, History, Language Arts, Middle/High School, Secondary Elementary, Understand (describe, explain), Websites | Posted on 20-10-2010

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What it is: Death in Rome is an interactive history experience from the BBC.  The game takes place in the year 80AD where Tiberius Claudius Eutychus is found dead in his apartment.  Students must put their sleuth skills to work as they investigate clues scattered around the room to solve the mystery.  They have until dawn to crack the case.  In addition to clues in the room, students can “talk” to modern-day experts for additional information, and interrogate witnesses.

How to integrate Death in Rome into your curriculum: Death in Rome is a fantastic exercise in critical thinking, reasoning, and deduction.  Students will learn about ancient Rome, using clues to solve a mystery, and find out how engaging and interesting history can be.  Death in Rome would make a great partner activity.  Students can work together in teams to solve the crime.  When each team has cracked the case, they can share the strategy they used and the clues that tipped them off to the solution.  If you don’t have access to a lab setting, solve the case as a class using a projector or interactive whiteboard.  Students can take turns at the board acting as investigators and leading the investigation.  As the game progresses, those students at their seats can make note of the clues and offer conjectures as to what the clues reveal about the death.

Tips: Because of the subject matter, this game probably isn’t appropriate for students under the age of 10.  I recommend playing through the game yourself to decide if it is appropriate for your age group.  Older students will enjoy playing investigator!

Please leave a comment and share how you are using Death in Rome in your classroom!

Crypto Kids

Posted by admin | Posted in Foreign Language, Fun & Games, Language Arts, Math, Primary Elementary, Science, Secondary Elementary, Teacher Resources, Websites | Posted on 18-06-2010

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What it is: Crypto Kids is a website created by the National Security Agency all about creating and breaking codes.  This is a fantastic critical thinking website that also taps into math, linguistics, engineering, and analyzing skills.  I found Crypto Kids while I was hunting for an activity for students to learn more about codes as part of our Treasures reading series.  Crypto Kids turns out to be an excellent site for all elementary classrooms.  Students learn all about cryptology, the National Security Agency, and ciphers.  Students get the chance to meet the characters of Crypto Kids which include: Crypto Cat, Decipher Dog, Rosetta Stone, Slate, Joules, T. Top, and the leader CSS Sam.  Students can play logic games to test out their code breaking skills.  There are three levels of game play beginner, intermediate, and advanced.   As students play games, they will learn Morse Code, complete brainteasers that involve math and logic, create their own cipher machines, crack Yardleygrams and cryptograms, and learn some words in different languages.  Students can then learn more about careers that use cryptograms and code breaking at the National Security Agency.

How to integrate Crypto Kids into the classroom: Crypto Kids is packed full of thinking and logic games and activities, many of which involve mathematical problem solving.  Crypto Kids games and activities are a great way to get your students thinking critically before math class.  Put one of the brain teasers up on the projector connected computer or interactive whiteboard for students to solve as a warm up activity.  Crypto Kids games are short enough that they could be used as a math center activity on classroom computers.  Students can visit the center in pairs or small groups and work on solving cryptograms together.  The Yardleygrams are stories that must be solved, these are fun to solve as a whole class.

Since I was using this site to build background knowledge about codes with my students, we focused on what secret codes were, how they were used, and cracked some codes for practice.  As an extension activity, I had students read the descriptions of the characters on Crypto Kids and write a short story about the character.  These turned out great!  Students have to use the character qualities that are written and craft a story about the character, paying attention to how they think the character would act and what special skills they could use to solve a problem.

Tips: Check out the Teacher/Parent section of the site for some additional resources.

Please leave a comment and share how you are using Crypto Kids in your classroom.

Robot Obstacle Course

Posted by admin | Posted in Interactive Whiteboard, Math, Primary Elementary, Science, Secondary Elementary, Websites | Posted on 17-06-2010

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Screen shot 2010-06-17 at 3.52.37 PM

What it is: Robot Obstacle Course is an excellent introduction into programming for young kids.  Students are presented with an obstacle course made up of colored blocks and keys.  Students must program the robot to jump over the obstacles and pick up the keys to complete the course.  Through the obstacle course, students are introduced to basic programming language and learn how to think like a programmer.  The obstacles get progressively more difficult and more variables are added.

Screen shot 2010-06-17 at 3.58.56 PM

How to integrate Robot Obstacle Course into the classroom: Robot Obstacle Course is a fun way for students to get an introduction to programming skills.  The Obstacle Course includes a lot of logical/mathematical thinking as they decide which variables to adjust to get the robot through the course.  For students younger than third grade, consider completing the courses as a class using a projector connected computer or interactive whiteboard.  Talk through each problem and ask students to offer possible solutions before you test out your robot.  For older students (third through fifth grade) the courses can be completed independently on classroom computers or in a computer lab setting.  As students test solutions, discuss why the solution works, or how the solution should be adjusted for the robot to preform successfully.

Tips: This game will put students observational skills to the test!  If you don’t have time for a full game, this is a great thinking activity for those few extra transition minutes in the classroom, project the activity on the board and if they are ready for the transition (for example lining up) they can come up to the board and test their solution on the way to the line.

Please leave a comment and share how you are using Robot Obstacle Course in your classroom.

TED Talk Tuesday: Tim Brown urges designers to think big

Posted by admin | Posted in Character Education, collaboration, education reform, inspiration, Middle/High School, Primary Elementary, Secondary Elementary, Teacher Resources, TED Talk Tuesdays, video | Posted on 15-06-2010

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Today’s #edchat discussion on Twitter was all about training kids as critical thinkers.  I believe that we are losing students as critical thinkers because in our current model of education, where we are standardizing education with tests, we teach kids that there is one correct answer to every question.  We limit their thinking to what we have already determined is an acceptable answer to the question.  This is extremely limiting.  Critical thinking means that we aren’t satisfied with the easy answer, we think about multiple solutions to the problem and even think of additional questions.  We approach a problem differently, more creatively.

In today’s TED Talk, Tim Brown talks about his journey in design and his tendency to think about problems on a small scale, limiting himself to the obvious answers and a single solution.  Design wasn’t always this way, design used to be big. Design thinking solves problems and works to create world changing innovations. It seems to me that there is a strong correlation with what Tim refers to as Design Thinking and what we call critical thinking.  Roger Martin calls this integrative thinking, the ability to exploit opposing ideas and opposing constraints to create new solutions. Isn’t this what we are asking our students to do when we are looking for critical thinking?  What we really want students to do is think as designers.   When I watch children who haven’t yet entered the classroom, I notice a strong correlation between the way a child thinks and the way a designer thinks.  They are questioners, tinkerers, and are never satisfied with one solution.

Design thinking could be our model for critical thinking in the classroom, but beyond that design thinking could be our solution to reform in education.  Exploiting opposing ideas and opposing constraints to create new solutions.

Design is human centered, it starts with what humans need or might need. It means understanding culture and context.   From destination to active participation that is meaningful and productive. Value is added through collaborative experiences and not through monetary gains alone (think Twitter). In times of change we need new thinking and new ideas.  We are in the midst of massive change and we need to rethink what we accept as basic fundamentals. We need new choices because our current options are becoming obsolete.  We need to take a divergent approach and come up with something that hasn’t been done before.  What is the question we are trying to answer? What is the design brief for education.

The first step is to start asking the right questions. (I think #edchat does an honorable job of this!)  What are the right questions?