Roy the Zebra

What it is: Roy the Zebra is a site for emerging readers complete with interactive stories, games, and lesson plans. The site can be used with interactive white boards or on computers. Emerging reader skills include capital letters, full stops, words that rhyme, high frequency words, alphabetical order, question marks, singular or plural, long vowel phonemes, words within words, and consonants. The Roy the Zebra story collection is online and includes literacy worksheets, before reading discussion sheets, and after reading discussion sheets.

How to integrate Roy the Zebra into the classroom: Roy the Zebra is an excellent literacy website. Use daily with your emerging and struggling readers to enhance your literacy time. Set up Roy the Zebra as a center during literacy time in the one computer classroom. Because of the sites interactivity, it is also an ideal site to use with an interactive white board. If you have access to a computer lab your students can practice the skills learned for the day all together.

Tips: There are advertisements on the site but be assured that all activities, books, lessons, and games are completely free to use. Roy the Zebra does accept donations.

Please leave a comment and share how you are using Roy the Zebra in your classroom.

Class Tools

What it is: Class Tools is possibly the most impressive, easy to use tool that I have reviewed to date! This allows teachers (even those who aren’t incredibly tech savvy) to create interactive Flash diagrams and games for learning and revising material. It is FREE! All diagrams created can be saved as data files or web pages to host on your school website or intranet. Quiz creators allow you to input up to 25 questions and answers an then choose a game to test student knowledge. Games include Matching Pairs, Manic Miner, WordShoot, and Cannon Ball Fun. Learning templates that teach and support chronological awareness include Time Line and Living Graph. Categorization tools include Post it, and a Target diagram. Linkage tools include Venn diagrams, and The Learning Puzzle. Priortization tools include Diamond Nine and a Priority Chart. Sourcework Skills tools include Lights Out and Source Analyzer. Essay skills tools include Fishbone and Hamburger diagrams. WOW!!

How to integrate Class Tools into the classroom: Class Tools may be one of the most versatile tools you can use in the classroom. Teachers and students can create learning diagrams together and upload to the school website for later study. Teachers, you can create games for your students to play focused on any specific curriculum. The sky is the limit for Class Tools in the classroom.

Tips: Print out a copy of the Class Tools Flyer, having a description of the tools handy is a must!

Please leave a comment and share how you are using Class Tools in your classroom.

Seussville University

What it is: Seussville University website is created by Random House Children’s publishing in the spirit of making learning fun. Kids favorite Dr. Seuss characters serve as their guides to learning in the fun, interactive environment. Horton the Elephant hosts the reading area where kids learn basic reading concepts such as letter recognition, sounds of letters and rhyming words. Yertle the Turtole hosts the math area where kids learn to recognize numbers, number words, to count, and do simple addition. The Lorax hosts the science area where kids are introduced to animal categories, basic astronomy and ecology. Sam-I-Am hosts the reasoning area, here kids can compare size, number, patterns, and directions and learn opposites. These activities are best for kindergarten and first grade students.

How to integrate Seussville University into the classroom: Suessville University is a wonderful addition to any kindergarten or first grade classroom. It can be used for language, math, science, and reasoning reinforcement. Students will love the interactive games with familiar Dr. Seuss characters. This would make a fun center activity for student rotations during daily learning activities. There are also printable activities that coordinate with the website activities. Use Seussville while completing a Dr. Seuss unit. Encourage parents to use Seussville with their children at home as an extension activity.

Tips: Keep Seussville University in the bookmark bar for easy access for your students. They are bound to love this site!

Please leave a comment and share how you are using Seussville University in your
classroom.

Professor Garfield: Transport to Reading

 

What it is: Professor Garfield: Transport to Reading has two interactive reading games. The first is called Fishing for Phonics. Students can choose to fish for beginning or ending consonants. In the game, Garfield fishes and discovers different objects like a book. Students find the consonant that matches the object. The second game is called Orson’s Farm. Students can choose to play a game on the farm practicing rhyming words, syllables, segmenting words, blending, and deleting and substituting.

How to integrate Professor Garfield: Transport to Reading into the classroom: Professor Garfield is a nice addition to the kindergarten, first grade, or remedial reading programs. Use Professor Garfield: Transport to Reading as a center to reinforce phonemic awareness and learning in class.
Orson and his friends on the farm offer engaging, academically-sound activities at each level that will give students the opportunity to practice phonemic awareness tasks.
The skills practiced while playing Fishing with Phonics can be used to reinforce ongoing classroom instruction directed at identifying sound-symbol correspondences and automatic phoneme blending. The students will love working on these interactive sites as an alternative to paper and pencil practice.

Tips: Be sure to visit the Teachers’ Lounge for really thorough instructional materials, phonemic awareness, vocabulary, comprehension, writing, printable materials, electronic field trips, and educational links.

Vocabulary

 

What it is: Vocabulary is a website where students can build spelling, reading, phonics, and vocabulary skills while playing games. The word games provide a motivation to manipulate, examine, and interact with the core building blocks of communication. There are six games to play and hundreds of options for each game. Games include: Hang Mouse (like hangman), Crossword Puzzle, Word Search, Vocabulary Quiz, Picture Match Game, and Word Scramble.

How to integrate Vocabulary into your classroom: Use the Vocabulary website to introduce new units, during phonics or center time, or as practice during a unit. The Vocabulary website offers multiple levels of each game and many themes.

Tips: Search this site for vocabulary words that tie in with your specific classroom and school themes. The site is appropriate for first through eighth grade. Find the levels that are most appropriate for your students.

 

 

The Story Starter

 

What it is: The Story Starter provides 345,935,040 creative ideas for writers of all ages. The Story Starter randomly generates writing prompts that will help students start stories.

How to integrate The Story Starter into your classroom: Have one or two of your classroom computers set to this site during writing or journaling time. Students can click on the random story starter button and get the beginning of a story that they can add to. This is a wonderful creative tool for students who are learning to write fiction.

Tips: Bookmark this page for easy access during writing time.

 

 

I Know That Language Arts

 

What it is: I Know That Language Arts builds student’s language arts skills for kindergarten through sixth grade. Activities include word searches, word matching, word builders, scrambled stories, sentence puzzles, punctuation paintball, word tage, and more.

How to integrate I Know That Language Arts into your literacy curriculum: Instead of the standard DOL, set your students up for some Punctuation Paintball. Allow your students to use I Know That Language Arts for practice, as an extended learning activity, or as a center during literacy.

Tips: I Know That has some advertisements on its site, these can be removed by purchasing a subscription. I use the sites advertisements to teach my students about how to spot ads on a website and why some sites have ads. Check out the teachers guide for each game and activity for some great ideas.

 

 

e-learning for Kids

 

What it is: e-learning for Kids offers schools free and unlimited use of their courseware and access up-to-date content on children and learning. e-Learning for Kids provides a fun place to help your students build and strengthen skills in math, science, reading, computers and keyboarding. The programs are designed for kindergarten through sixth graders.

How to integrate e-learning for Kids into your curriculum: You can easily incorporate the e-learning for Kids courses into your current curriculums. Match up the e-learning for Kids courses with your current curriculum. Students can work on specific skills and access the self-paced programs independently. Students will be engaged and work at a level where they can perform successfully.

Tips: e-learning for Kids offers a free CD version of the courses. This is the perfect solution for computers that are not connected to the Internet or have an unreliable connection.

Gamegoo

 

 

What it is: Gamegoo features fun educational games that help students develop reading and language skills. When students play Gamegoo games, they are practicing the skills they are learning in class. Gamegoo is great for Kindergarten through third grade (although my fourth and fifth grade students still ask to play the games).

How to integrate Gamegoo into your literacy curriculum: Use Gamegoo games to reinforce literacy learning. In the one or two computer classroom, use Gamegoo as a center during literacy time. If you have access to a computer lab or mobile lab, build it right into your literacy curriculum.

Tips: Gamegoo has a great teacher section that gives descriptions, skills reinforced and grade levels of each game. Click on “Home” to get to the teacher section.