From CUE Up!: The Curiosity Machine is a web-based STEM learning portal that introduces young students to scientists and their work. The site presents videos of scientists talking about their research, along with instructions for associated investigations in which students can engage. The site also has an interactive section, where students can upload videos of their investigations for scientists to give feedback.
From CUE Up!: Games can’t do all the teaching, but they can engage students to start thinking. At least that’s how MIT’sEducation Arcade and the Learning Games Network are approaching their new free game Quandary. The two groups designed the video game to teach ethics while aligning with Common Core State Standards in English Language Arts for third through eighth graders. Quandary approaches the broad topic of ethics by helping students aged 8 to 14 understand how to take a different perspective and learn how to empathize. In the game, Earth residents have colonized the faraway planet of Braxos. The player is the captain of the mission and has to make important decisions about survival in the new world that will affect his or her crew and the residents of Braxos. The game currently has three episodes that follow a similar pattern. The player learns a little about a problem on the planet through a comic-strip narrative. He or she then interviews different characters and organizes their statements into facts, solutions and other opinions. After accurately categorizing various kinds of statements, the player presents characters with different solutions or facts to dig into the issue deeper, gathering more information. Through play, the issue becomes more complex, and the game shifts. If the captain fails to thoroughly investigate the problem, he or she will miss valuable pieces of information. After the fact-finding stage, the player makes a recommendation to a council back on Earth and justifies why he or she is urging that course of action. The player also has to predict how each character will react to the decision, further testing his or her ability to take perspectives and show empathy. Ultimately, the game will show the player the outcome his or her decision achieved and how it affected the colony.
From CUE UP!: Sally Ride Science’s newly launched STEM Central website combines social tools with user-generated links to create a storehouse of reliable resources that are “reviewed, rated and ready-to-use.” This free web resource is designed for educators and students interested in science, technology, engineering and math (STEM) topics and careers. The site offers thousands of links to articles, videos, maps, animations and other media specifically focused on the needs of educators and students.
In K-12 education, it's a challenge to navigate the copyright and fair use waters. What can educators use? How can they use it? VideoAmy has collected some fun, engaging videos to help teachers and students understand the confusing subject.
This collection has a wide range of pins. Everything from resources on learning about digital citizenship to tools that enable users to put digital responsibilities to work. You will also find current news stories highlighting the topic.
From eClassroom News: The new website gives educators and parents a searchable catalog of more than 250,000 teacher-curated online resources to enhance lesson plans and help K-12 students with their work in class or at home.
While these resources can be used from any Learning Management System, OpenEd also provides its own free LMS, allowing teachers who sign up for a free account to create courses with multiple topics while using the website’s “recommendation engine” to find the best relevant material available. Users also can create a “Playlist” of videos that can be shared with students, parents, or colleagues.
The CDE is pleased to announce the release of the CCSS: Literacy in Science online professional learning module. This module provides teachers, kindergarten through grade twelve, with information, strategies, exemplars, videos, and resources to integrate science content with reading, writing, listening, and speaking activities. Educators who engage with the learning in this module will take an important step toward connecting student learning in science to the knowledge and skills for success in college and career in the 21st century.
Classroom 2.0 LIVE webinar September 14, 2013 Wes Fryer: Mapping Media to the Common Core with iPads
Santee Sch Dist's insight:
Classroom 2.0 LIVE webinar September 14, 2013 Wes Fryer: Mapping Media to the Common Core with iPads Digital literacy today means much more than searching the Internet and using Microsoft Office. To be digitally literate, teachers as well as students need to be able to create and share online a variety of different multimedia products. These media products can be "mapped" to your curriculum, and if you're in a Common Core state in the United States, to the Common Core State Standards. Interactive Writing, Narrated Art, 5 Photo Stories, Narrated Slideshows, Screencasts, Quick Edit Videos, and eBooks are a few of the media products learners should be able to create and safely share online. In this session, we'll view different examples of student media products and learn about tools and strategies for helping teachers become digitally literate as "media mappers." We'll also explore how librarians and instructional coaches can use the "Mapping Media to the Curriculum" website as a roadmap to help teachers and students create media products as assignments for class and as artifacts in digital portfolios.
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