"Makerspaces are an amazing way to bring STEAM, creativity and informal learning into your school, but with so much information out there, many educators aren’t sure of where to get started. In this session, you will get ideas and inspiration on how to bring the Maker Education Movement into your school. Topics covered will include: cultivating a Maker culture, getting student input, finding space, securing funds and donations, gathering supplies, making it happen, and sharing with others. Throughout the presentation, you will see examples from the creation of our school’s library Makerspace, as well as examples from other schools."
"...These are apps that students can use to create beautiful cartoons to use in their multimedia projects or in activities that involve comic strips, digital storytelling, presentations and many more ..."
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Via Leona Ungerer
There are so many good free tools for creating comics and cartoons on the web, as well as apps for tablets and smartphones. I’ve built out a list of fun tools I am looking forward to trying out over the upcoming holiday break. I can’t wait to brainstorm creative ways to leverage these in lessons!
"According to Code.org, 90 percent of U.S. schools are not teaching any computer science. Eyebrows have been raised this year as the U.K. passed a plan to educate every child how to code.
In my opinion, parents of every student in every school at every level should demand that all students be taught how to code. They don't need this skill because they'll all go into it as a career -- that isn't realistic -- but because it impacts every career in the 21st century world. Any country recognizing that will benefit in the long term. Here's how you can start."
Only half of current working teachers believe they can use technology to motivate students to learn, compared to 75 percent of incoming teachers. Only 17 percent of current teachers believe technology can help students deeply explore their own ideas, compared to 59 percent of incoming teachers. And 26 percent of current teachers believe students can use technology to apply knowledge to problem-solving, compared to 64 percent of aspiring teachers.
The MindShift Guide to Digital Games and Learning explains key ideas in game-based learning, pedagogy, implementation, and assessment. This guide makes sense of the available research and provides suggestions for practical use.
Recently I explored the notion of the “Innovator’s Mindset”, and have thought a lot about this idea. As I look to write on the topic of “Leading Innovative Change” within schools, we are looking to develop educators as innovators. To be innovative, you have to look at yourself as an innovator first, and to create schools that embody this mindset as a “culture”, we must develop this in individuals first.
A few months ago I wrote a post called, A Simple Explanation Of The Internet Of Things where I tried to provide some clarity around what this new connected world means for all of us. In the article I mentioned some of the driving forces behind this. "Broadband Internet is become more [...]
Can kids solve real life problems that affect our world? Sure! Why not? Many of you know the 7 sterile steps to PBL. How about adding a little more to the 7 steps? Here are a few ideas about how to solve real-life problems with your class.
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