Maxwell for Google SketchUp

What it is:  If you aren’t familiar with Google SketchUp-you should probably start here and here.   SketchUp is an incredibly powerful, FREE 3D modeling software that lets your students create impressive 3D models.  Maxwell takes SketchUp to a WHOLE new level.  Maxwell for Google SketchUp brings students advanced rendering in an easy-to-use package for free.  The best part: Maxwell is fully integrated so that you don’t have to export or use an external application to render an image. Rendering happens in “real-time” so as your students are adjusting their SketchUp models, they can see the changes in Maxwell.  Maxwell is compatible with Windows and OSX!  With Maxwell students can create materials, set lights and cameras and render 3D scenes.  These are incredibly powerful tools…I cannot believe that they are free (I’m a little nervous to say that too loud in case they decide to change their minds!).

How to integrate Maxwell for Google SketchUp into the classroom: Maxwell takes student work in Google SketchUp and polishes it up to a professional level.  Truly, the results are akin to what the professionals turn out!  The SketchUp/Maxwell combination are wonderful for graphic art classes, math and geometry modeling, advertising lessons, engineering classes, architecture, science models, etc.

Don’t let the impressive results fool you, I’ve had 3rd grade students who made some amazing models using SketchUp.  I look forward to introducing them to the Maxwell plugin so that students can see their work come to life in ways that they couldn’t do before.

At Anastasis Academy, we have several students from 2nd through 8th grade who are extremely interested and passionate about architecture.  Google SketchUp is where I send them!  Students can plan, create and build.  Maxwell will allow them to visualize their creations in totally new ways.

I don’t understand why more schools don’t put these types of tools in the hands of students more often.  Exposing students to tools like this, gives them the opportunity to explore their passions and interests.  The tools are getting easier and easier to use and the number of tutorials is astonishing.  You (the teacher) don’t have to know how to use these tools inside and out, your job is to let your students know they exist, and help them find the resources to use them.  No excuses!

Tips: Using rendering tools teaches students about materials, light sources, shadows, etc.  Use Maxwell to teach students these science concepts!

Please leave a comment and share how you are using Maxwell for Google SketchUp in  your classroom!

Admongo: “Aducation” learning about advertising

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!

Moneyville: Economics and money virtual world for elementary students

What it is:  Moneyville is a fantastic site I learned about from iLearn Technology reader Tania.  This is an impressive site from the UK that teaches young kids (5-9 years old) about money and economic principles.  Moneyville is a fun interactive environment/virtual world where students can explore where money comes from, what money is worth and how they can prioritize spending and save (perhaps the US government should be playing this game?).  Throughout the game, students are asked to make a number of decisions that can affect their finances for the year.  In Moneyville students can make money by picking apples and selling apple juice, work at the post office to sort packages according to value, work at the city gates where they can earn money by painting, purchase items for their virtual room with the money they have earned, visit with a wizard who can reveal a secret treasure and add items to a wish jar where students can place items they are saving for.  Students will also find a time machine in Moneyville where they can journey to ancient Rome, ancient Egypt, the Middle Ages, or to the time of the dinosaurs.  The money in Moneyville is generic so it can help students of any country the principles of where money comes from, how to prioritize money, the value of money, and why it is important to save.

How to integrate Moneyville into the classroom: Moneyville is a fun way to help young students understand the basics of money and economics.  The site is a fun way for students to explore economic principles.  It provides a great place to start discussions about what it takes to make money (work), why money is important, why saving is important and how the economic cycle works.  Moneyville would be a great site for students to play on individually in a lab setting at the beginning of a money/economics unit.  Expand the game into other disciplines.  Students can learn about persuasion and advertising by creating advertisements for their businesses in Moneyville using a paint or word processing program.

Don’t have time/resources at school for students to play Moneyville in the classroom? Introduce them to the game using an interactive whiteboard or projector-connected computer. This is the type of site that my students begged to be able to continue on at home.  I never made it homework but rarely had a student who didn’t play at home!  If you do have an IWB or projector, create a class Moneyville account.  Let students take turns making decisions in Moneyville and talk as a class about the consequences (and unintended consequences) of those decisions.

Tips: Students create a username and password so that they can play in Moneyville with all of their progress and money saved.

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

iKeep Safe

What it is:   iKeep Safe is a website and program I have used every year since I started teaching technology.  As I was writing up lesson plans for the upcoming week, I realized that I haven’t ever posted about this outstanding resource.  iKeep Safe is a kid friendly Internet safety program.  It features a cat named Faux Paw who has adventures on the Internet.  There are videos, downloadable and printable books, and games for kids.  All are centered on teaching kids to be safe online.  There are free guided discussion sheets for you to go through with your students, quizzes, coloring pages, etc.  This program is the perfect way to introduce Internet safety in your elementary classroom without worrying that the content is too mature for your audience.  The online books and videos teach kids Internet safety basics, how to handle cyber bullying, balancing real life with screen time, and the risks and dangers of downloading.   Students learn about these concepts with fun cartoon characters and engaging stories.

How to integrate iKeep Safe into the classroom:  iKeep Safe is a great place to start Internet safety.  I would recommend making Internet safety a top priority the first month of school before kids are online for class.  In my classroom, students are introduced to Faux Paw at the beginning of the school year.  We watch and discuss the Faux Paw cartoon, read and discuss the books, and finish by taking the free downloadable quiz.  Students must pass this quiz with an eighty percent or better in order to get their “Internet Drivers Licenses”.  I talk a lot about how using the Internet is a privilege, not a right.  This is just like driving a car.  So in order to be online for other subjects, students have to demonstrate that they know the rules of the Internet by passing the quiz.  They can lose their Internet drivers licenses at any time by mis-using the Internet or not following the rules.  I also have the kids create a rules poster for them to hang next to their home computers.  Students also get an assignment to go home and tell their parents the Internet rules.  This has to be signed off on in order to use the Internet.  I find that we can do a pretty good job of keeping kids safe at school, but at home parents aren’t doing enough to make sure that their kids are safe.  Whether or not you are the computer teacher, make sure that your kids know how to keep themselves safe online.  Be an adult they trust who they can come to with any cyberbullying problems, if they see inappropriate content, or if someone is trying to contact them inappropriately.  

Tips:  Never been trained in Internet safety?  Be sure to visit the educator page of iKeepSafe, the training materials are wonderful!

 

Please leave a comment and share how you are using iKeep Safe in your classroom.

Cyber Smart

What it is: Cyber Smart is free technology curriculum for use in a technology classroom or as part of the regular classroom curriculum. The SMART in Cyber Smart stands for Safety and security, Manners bullying and ethics, Advertising and policy, Research and information fluency, and Technology. The curriculum is very complete and easy to follow. Best of all it is completely FREE! In addition to the comprehensive curriculum, Cyber Smart also offers a free tool bar (seriously handy) as well as professional development.

How to integrate Cyber Smart into your curriculum: The Cyber Smart curriculum is perfect for the technology classroom, media center, and even your regular classroom as part of other subjects such as character education or when teaching research.

Tips: Make sure the sites recommended by the Cyber Smart curriculum work in your classroom before working it into your day…some of the sites get blocked by filters.

Please leave a comment and share how you are using Cyber Smart in your classroom.