"School is a time in a students life where they are learning as much about how to be students and operate successfully in a school as they are about how to read, write, and think. But oftentimes, the demand for pure academic instruction and practice can fly in the face for a student’s need–at any age–to play, build, interact, explore, and construct their own learning experience.
Issues like these can make mobile technology like tablets a boon to learning, as they can allow individual access to the right app–and the right content, creative opportunity, game, or learning simulation–at the right time. It is the collision of the need for interaction, personalization, creativity, and constant feedback that can make video games powerful tools for learning–and the following 38 games, curated by Sam Gliksman–and excellent place to start."
"Yes, National Computer Science Week is over and more than 10 million students participated in the Hour of Code and the feedback from all over the country is pretty incredible. Chicago Public Schools announced they are adding Computer Science into the core curriculum for all students. Schools and districts that have been promoting coding for years, like Los Altos School District, are getting great press about what they accomplish with students. New apps, programs and teacher training resources are popping up all over. 2014 definitely feels like it is going to be the year of the student coder!"
""The intuitive mind is a sacred gift, the rational mind is a faithful servant. We have created a society that honors the servant and has forgotten the gift." - Albert Einstein
We do not need to teach creativity, but rather inspire its daily practice. Somewhere along the way, we simply forgot to honor this innate gift and how to access its power. Our role as educators is to encourage learning experiences that increase the ability to recognize and listen to our inner voice."
"As is the case in every last two weeks of December, Educational Technology and Mobile Learning posts a series of articles featuring the best articles and apps that have been reviewed and shared in this year. The selections are based on the popularity of these tools among teachers and educators, and the amount of interaction they generated at the time of their release."
"The tap-to-define a word trick in iOS can dramatically help reading comprehension and with learning new words when an unfamiliar word comes up in an article or book. This quick Define feature isn’t just useful for students with an iPad or iPod touch, it’s helpful for the rest of us too, long out of school and just reading the daily news on our iPhones."
"It has been a little while since we have done a wallpaper roundup, but for those who are bored with their existing device backgrounds we’ve got six beautiful high resolution choices to pick from to spruce things up"
"Being a relatively new concept, the definition of Maker Ed isn’t exactly set in stone, though it roughly relates learning making making.
What your definition of “making” is will likely help you form your definition of maker ed and learning through making, whether that be clay for sculpting, wood and saws for building, or apps for digital wares.
The 21 kits below are a part of this movement, but they’re also incredibly cool. They have less to do with making from scratch and more to do with making from pre-made materials (kits), but that doesn’t make them any less useful for learning through play and creation. Oh, and we’ve got 2 or 3 books in there as well."
"If your school has or is experimenting with iPads and Apple TVs in your classrooms, this collection of apps will be useful. Curated by technology teacher advisor Genevieve Pacada, she includes essentials like Educreations and ShowMe (so you can create your own learning videos), Haiku Deck and Prezi (so you can create polished presentations), and Puppet Pals HD and Toontastic (so your students can create digital stories). This collection will kick off your iPad and Apple TV classroom experience like a pro."
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"While there has been a bit of question as to the effectiveness of SAMR, a shift to move beyond SAMR, and a few proposed changes to the structure of the model floating around online, I have to say that hearing Dr. Ruben Puentedura (you may know him as the father of SAMR) speak at iPad Summit a few weeks ago still felt like a rare app-ortunity and a truly inspiring treat. As I am still collecting my thoughts and ideas from the event, I wanted to share some really great resources from the Dr. SAMR. "
"The MoMA Art Lab is a free iPad app that elementary school and middle school students can use to learn about art and create art of their own. On the app students can learn about the processes artists use and how artists use shapes and colors to create art. After seeing how artists create art students can try their hands at creating drawings, paintings, collages, shape poems, and a half dozen other forms of art."
Check out these and other app suggestions for your PE Class!
"Created by the same team behind ‘Zombies, Run’ comes this superb augmented reality fitness adventure. The Walk places you at the scene of a bomb explosion in Inverness station, and you’re given a package that could save the world. To stay alive, you’ll need to walk the length of the UK. The Walk is more than just a great pedometer/step counter — it’s a way to turn walking into a journey, a challenge, and a rip-roaring adventure. A perfect addition to any classroom or as motivation for an apathetic student cohort. I will be recommending this to my Year 12 students to encourage Active Transport options."
"Our sixth post about apps. This time we're writing as part of @Ideas_Factory's Blapp Snapp.
We have some apps we've used for developing thinking, perseverance and problem solving skills. They don't fit into any particular subject or key stage and these are probably just a few in an ocean of puzzle apps, but they're the ones we've used."
Many schools and educators are using the iPad to make teaching more efficient and deliver content in a streamlined, interactive format. But one of the most interesting uses of the iPad is to transport students outside the classroom.
"Are you looking for some inspiration and new ideas on how to integrate iPad in your PBL based classroom? The graphic below from our colleagues in Teachthought is a wonderful start. Project based learning, as we have constantly argued in our previous posts, is a powerful pedagogical approach to learning and teaching. The core tenets underpinning the philosophy of PBL are grounded in socially collaborative and constructionist theories of learning. PBL enhances students learning through engaging them in real-life and authentic learning tasks and when coupled with digital media and technology, PBL can be more empowering to students."