Grades6 to 12
tag(s): robotics (26)
In the ClassroomInclude this article with your other resources to use as you learn about robotics or to share with parents when discussing robotics lessons. As a start to learning about robotics, use information from this site and others to create quizzes for students using Baamboozle, reviewed here, to pre-assess what students already know. There will be new vocabulary in this article, so you may want students to use an online tool like Wordsift, reviewed here, or Academic Word Finder, , reviewed here. Pair students for reading and have them make flashcards using Flashcard Stash, reviewed here, to quiz each other later on their new words. As students become more proficient with robotics, have them create and share explainer videos using Biteable, reviewed here.
GradesK to 8
In the ClassroomSet the home page on classroom computers to MSN Kids for students to explore and learn about current events around the world. Have students choose an article and use it as a basis for a research project. Challenge students to create an infographic using Canva, reviewed here, to share information learned from the site. After researching information using MSN Kids, ask students to create an explainer video using Biteable, reviewed here, to provide facts, background information, and discuss any topic.
Grades1 to 11
tag(s): addition (224), angles (89), charts and graphs (200), data (156), division (157), equations (154), factoring (32), geometric shapes (168), logic (249), measurement (181), multiplication (210), negative numbers (21), number sense (97), probability (136), problem solving (296), quadratics (31), statistics (127), subtraction (186), time (140)
In the ClassroomShare this site on your class webpage or blog for students to review math concepts at home or research solutions to homework problems. Modify learning by teaching students how to discuss math problems and strategies using a video response tool like FlipGrid, reviewed here. Pose a problem for students on Flipgrid then ask them to share their solutions and strategies for solving the problem. Have students share their problem-solving strategies and math discussions through a class podcast using a tool like Buzzsprout, reviewed here. Buzzsprout offers features for scheduling podcasts for release on a specific date and time. This feature allows you and your students to create podcasts in advance, but then distribute publicly on your desired timeframe. Challenge students to create a personal database of math tips, solutions, and resources including images, videos, and text. Transform learning by using ThingLink, reviewed here, to take a picture of a math problem, then have students add video and audio discussions of the problem.
Grades6 to 12
In the ClassroomIntroduce this site to your students on an interactive whiteboard or with a projector and explore one or two of the games together. Create a short story together to learn about how to use the different story-writing options. As students begin creating games using this site, consider having students create explainer videos to modify their learning using My Simpleshow, reviewed here, and to demonstrate tools that need a more detailed explanation than what is on the site. Have students create stories to show what they have learned about literature, geography, history, science concepts, and more. As a more "serious" approach, use Choice of Games to present opinion pieces where you take a position and allow readers to click on questions about it. They could also click on statements expressing opposing views so you can write counterarguments to their points. This idea could end up being a powerful way to present an argument and evidence as required by Common Core writing standards. Redefine student learning by having them include their text-based game as part of a collaborative multi-media presentation created using Sway, reviewed here. In addition to their game, ask students to include their written documents, images, and video creations.
Grades7 to 12
In the ClassroomYou and your students will benefit from this site's free materials to include in your science lab activities to teach content, problem-solving, and scientific investigation techniques. As students begin activities replace paper and pencil and use a digital graphic organizer such as one found at TUZZit, reviewed here, to organize questions and gather information. Upon completion of experiments, enhance learning and have students share their work using Printing Press, reviewed here, to create a one-page newspaper or brochure including images and text. At the end of your unit, have students use Biteable, reviewed here, to redefine their learning and create an explainer video sharing and demonstrating the results of their lab activities.
Grades6 to 12
In the ClassroomShare this site with students as part of career exploration lessons. Instead of creating a list of sites to share with students, replace the list by saving bookmarks with Symbaloo, reviewed here, to make information easy to find and access. After researching the different engineering fields ask students to modify learning and create a web page sharing a day in the life of their chosen field. Carrd, reviewed here, is a free webpage creation tool that provides many tools for professional-looking pages. Find many other resources to encourage creativity and engineering at TeachersFirst Makerspace Resources, reviewed here.
Grades6 to 12
tag(s): atoms (55), cells (101), charts and graphs (200), decimals (126), earth (224), electricity (94), equations (154), fractions (230), magnetism (40), molecules (47), number lines (33), number sense (97), planets (134), ratios (64), space (230), stars (69), STEM (205), sun (70), transformations (19), variables (20)
In the ClassroomInclude Expii with your links for students to use at home and in class. Expii is an excellent way to provide content explanation through the voice of many different speakers, allowing the opportunity to increase student understanding. To enhance learning, ask groups of students to view lessons provided by the different contributors, then ask them to compare and contrast information by creating a concept map or Venn Diagram using Canva, reviewed here. At the end of a teaching unit, ask students to redefine what they learned using a multimedia tool like Adobe Spark in K-12, reviewed here, or Sway, reviewed here, to share their learning. Be sure to have them include their own video explanation of the content.
Grades4 to 8
In the ClassroomInclude a link to Science News for Students on classroom computers to include with other non-fiction reading resources for students. Have students browse through the site to find information of interest when choosing science fair or research topics. Alter students' learning by asking them to create an infographic related to a science topic using Canva Infographic Creator, reviewed here. This very easy to use tool includes drag and drop tools for easy creation of infographics using included templates or your own design. Take student research a step further and redefine their learning by having students use ThingLink, reviewed here, to upload an image related to their science research and add annotations. Thinglink offers tools for adding text, audio, video, and more to images. Weaker readers will need a reading buddy for some of the more challenging article. Classes in lower grades will want to read the articles together. A quick check on one article using Juicy Studio's Readability test, reviewed here, provided an approximate grade level of 6.5. Check articles before assigning to elementary students. You might also want to use Word Sift, reviewed here, to quickly identify important words that appear in the text.
Grades6 to 12
In the ClassroomThis site isn't just for science teachers! Use these journals for non-fiction reading in language arts classrooms or as examples of journal writing. Explore features around the globe in social studies class as part of your geography lessons. In science class, use this site as part of your lessons on animals, habitats, or scientific inquiry. Use this site as a model for science research projects. Complete the entire project digitally beginning with an online notetaking tool such as ReadWriteThink's Notetaker, reviewed here. Notetaker allows students to organize and plan research projects with their different outline formats. During the revision portion of the project, use PeerGrade, reviewed here, for students to share their writing, extend their learning, and receive constructive feedback from classmates. For the final presentation redefine learning, by using a multimedia tool like Sway, reviewed here, to create a presentation including video, images, text, and other research information.
GradesK to 12
In the ClassroomBoth experienced and newbies to makerspaces should bookmark this site as an excellent resource for developing makerspaces. If new to makerspaces, consider using this site similar to a book study group with your peers. Break the site into different portions beginning with the Why Makerspace? section to learn about constructive ideology and the benefits of makerspaces. Work together to build a database of makerspace resources including professional development information and lesson ideas. Share these resources using Padlet, reviewed here. Padlet offers tools for collaborating and organizing information, use the column feature to organize resources by topics such as professional development, lesson ideas, videos, and makerspace blogs. As you use makerspaces, don't forget to share student successes and struggles as part of the learning process. Have students create a weekly or monthly podcast using Buzzsprout, reviewed here, to enhance their learning. Buzzsprout makes it easy to record podcasts in advance, then publish them on your desired time and date. Use FlipGrid, reviewed here, as a video response tool to have students modify their learning and share ideas and problem-solving methods with you and their classmates.
GradesK to 8
In the ClassroomAdd this site to your tool kit of December teaching resources. Include the games on classroom computers and add to your class website. Replace paper posters and have students share their favorite activities using an on line poster creator like Web Poster Wizard, reviewed here, or PicLits, reviewed here. After practicing coding using the games provided on this site, modify learning by challenging students to create their own game using a tool such as Scratch, reviewed here.
Grades6 to 12
In the ClassroomShare Patches with your students who are familiar with virtual reality and coding to use to expand their ability to create vr experiences. For those not familiar with this technology, consider beginning with the Vizor 360 link located at the bottom of the home page. Use this tool to drag, drop, and create 360 interactive experiences of any location. Begin by creating a virtual tour of your classroom together and sharing on your class website. Be sure to take advantage of the many tutorials found on the site to help you and your students to get started or work through problems along the way. Begin using the WebVR portion of the site by sharing examples with students on your interactive whiteboard to demonstrate the different ways the tool has been used. Have students choose one of the tools, then use the edit feature to make changes. After exploring options in the available projects, have students create their own project from the beginning. Instead of assigning written reports, or craft projects, offer students the option to create an experience using Patches to demonstrate landforms, types of plants, or a virtual scene from a novel. Have students explain their finished project using Free Screen Recorder Online, reviewed here. Ask students to share challenges faced in making their projects and how they were able to resolve their issues along the way.
Grades4 to 12
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In the ClassroomShare Turtle Academy with students as part of a computer coding center. The ability to select different portions of lessons makes this a great tool for both novice and experienced programmers. Ask more proficient students to become advisors to newer programmers and share their knowledge and skills. Begin using this site by demonstrating lessons and activities on an interactive whiteboard or with a projector. Modify student learning and understanding by asking them to create video explainers for different skills using a tool like Rawshorts, reviewed here, then share videos on your class website for student use at any time. Looking for other coding activities for your classroom? Find more at TeachersFirst's Coding in the Classroom special topic page.
GradesK to 8
tag(s): black history (59), coding (73), collaboration (35), creativity (120), digital storytelling (151), dr seuss (11), drawing (81), environment (319), graphic design (39), great depression (27), literacy (105), nutrition (155), photography (155), poetry (223), problem solving (296), qr codes (19), read across america (6), STEM (205), stories and storytelling (35), symmetry (51)
In the ClassroomIf you feel that you are strong in the arts but not technology (or the other way around), find a teaching partner that complements your strength and work together to teach lessons from this site. Use ideas from here in your classroom makerspace. Download the browser extension, Surfmark, reviewed here, to add notes and questions as you prepare to teach lessons from this blog. Surfmark offers the ability to collaborate and share with others through the addition of written and audio notes to any web page. Use lesson activities found on this site as a replacement for traditional research projects, book reports, or written reports. Have students use a blogging tool like Edublog, reviewed here to share images and videos of their work from start to finish and to reflect upon learning. Have older students extend learning through the use of Symbaloo Learning Paths, reviewed here. Ask them to research and find additional information on the topic of your lesson and create a learning path for other students to complete. For younger students, create a Symbaloo Learning Path for students to complete as a center activity to complement your STEAM learning activities.
GradesK to 12
In the ClassroomMake use of the resources offered by Microsoft to share with your students as they learn how to code. Share project ideas with students and include materials for them to create their projects as part of makerspace activities. Have students take pictures of their creation and enhance their learning by using ThingLink, reviewed here, to add audio to describe their creative process. Add images to your class website as part of your student work gallery. Challenge students to redefine learning by using Sway, reviewed here, to create an online multimedia page including images, video, and text to describe, evaluate, and share their work with coding projects. Include project ideas from the site and set up a makerspace during open house events at your school.
Grades6 to 12
In the ClassroomDelight your students with the videos and activities provided on the site to include with your current science lessons. Place students in groups to complete the challenges offered. Have students replace paper and pen and take collaborative, digital notes using Webnote, reviewed here; tell students to be sure to save the URL to share their notes and questions with you and their peers. Ask students to record their work images and video. Redefine learning and challenge students to share their final projects including the digital research notes, images, and videos using a multimedia presentation tool like Sway, reviewed here.
GradesK to 12
In the ClassroomShare this chat with your colleagues looking for sites and information about using social media practice spaces in the classroom. Explore the various tools that are shared.
GradesK to 12
tag(s): animals (316), cells (101), earthquakes (51), engineering (134), equations (154), measurement (181), plants (175), pollution (65), problem solving (296), space (230), stars (69), STEM (205), temperature (33), weather (205)