Grades6 to 12
In the ClassroomDownload and save this document as a resource when teaching coding and game development. Although the booklet guides game development, take advantage of many included activities as part of social and emotional learning. For example, one activity is called This or That. In this activity, students reflect upon individual value choices such as time or money. Use this activity to help students develop persuasion skills and identify personal values, enhancing their learning. Use an online polling tool such as Slideo, reviewed here, to quickly provide feedback on student responses. As a final learning activity, ask students to choose one of the questions to extend their learning and explore further. Ask them to share their information using the tools and templates found at Adobe Creative Cloud Express, reviewed here.
GradesK to 12
tag(s): coding (82), computational thinking (37), computers (97), digital citizenship (81), engineering (117), problem solving (219), social and emotional learning (73), STEM (243), video (251), virtual field trips (79)
In the ClassroomUse this curated collection of videos to engage students in lessons in all subjects. Use EdPuzzle, reviewed here, to enhance the video content by adding comments, questions, and more within the video. Create interactive lessons with videos from this collection, formative assessments, and other interactive content using Pear Deck, reviewed here, to present material in a deeper, more robust manner. Upon completion of your lesson, extend learning by asking students to share their learning using a simple web page builder such as Straw.Page, reviewed here.
GradesK to 12
In the ClassroomUse information on this site to plan and prepare for Hour of Code events at school and within your classroom. Create excitement for your upcoming event by engaging students during the days leading up to your Hour of Code by asking them to share ideas about coding using a word cloud created with Answer Garden, reviewed here. For example, create a word cloud that asks students to provide a short response to the question, "What is Creativity?" Extend student learning after your Hour of Code by providing various coding resources to try during computer centers or as an at-home activity. Ask students to reflect upon their coding experience using Canva Comic Strip Templates, reviewed here, to share their feelings about participating in Hour of Code. Extend learning by creating infographics and asking students to create and share information about coding and computer science careers. Infogram, reviewed here, and Genially, reviewed here, provide easy-to-use infographic creators that include many templates to use as a starting point.
Grades3 to 12
In the ClassroomAlthough this site is a resource for Hour of Code, it is available at any time. Include the tutorials on classroom computers for students to use during computer center time or as an ongoing STEM activity. Encourage students to revisit lessons and try them again with their newly-found coding skills or ask them to try a different tutorial than the one used during Hour of Code. Ask students to become coding experts by sharing tips and ideas created using a screen recording tool such as Free Screen Recorder Online, reviewed here. Share the recordings on your class website for students to access from any location. Consider starting a monthly podcast designed by students to share coding tips and suggestions with the larger school community. Buzzsprout, reviewed here, offers up to two hours of free podcast uploads monthly. Hour of Code lessons are supported in many languages, including a transcript option for deaf students. Registration isn't required; however, it allows you to track progress and earn badges on the Khan Academy site.
Grades2 to 12
In the ClassroomEngage students in the design process and makerspace thinking by sharing the resources found on Innovation Generation. The Educator Guide includes several student handouts; use PDF Converter, reviewed here, or another file conversion tool to enable digital document annotation instead of paper versions. Enhance the learning process using Google Jamboard, reviewed here, to offer collaborative opportunities for students to share ideas and reflections based on the recommended questions and activities in the Educator Guide. As a final learning extension, develop a collection of makerspace activities for students to interact with within your classroom. Browse through the Makerspace Resources Special Topics page located here, to find many ideas and resources to get started.
Grades6 to 12
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In the ClassroomThere are various uses for this flight simulator, from a simple flight for exploring the land below to learning more advanced aviation skills. Your students can experience different parts of the world using the Geo-fs flight simulator. Use this site to learn the geography of a region or study various landscapes. Teachers can create a virtual field or lit trips by making a flight plan for their students to follow. Create a challenge or virtual race for your students to complete; the possibilities are endless!
GradesK to 12
tag(s): podcasts (65)
In the ClassroomShare these podcasts with your students to use when learning related material. Share a link to this collection on your school web page and in your school newsletter (or email). Find podcasts to incorporate into your lessons.
Grades6 to 12
In the ClassroomVisit the Displayr blog page to find many ideas and examples of using this resource as a classroom tool. For example, use Displayr within your lessons to engage students through visual displays of data and information. For example, create a Displayr presentation that shares immigration trends in a specific region over time. Extend learning by creating infographics based on classroom surveys using students' spreadsheets. Enhance learning further by asking students to develop presentations that include a variety of integrated media responses that populate data shared within a Displayr page. For example, one template offers a "Bubble Gum Reach Calculator." As part of the project, ask students to use a quiz tool such as Dotstorming, reviewed here, to poll peers on their predictions on the size of bubbles or the best type of gum for producing large bubbles. Next, use Microsoft Excel to record and tally bubble results and import them to Displayr.
GradesK to 12
In the ClassroomWith older students (and strong readers), you may want to pair them up and have them read Aclass Essentials for the basics of podcasting. Using Fiskkit, reviewed here, with this article will enhance student learning. For younger students or weaker readers, use Read Ahead, reviewed here, on your whiteboard or with a projector for a guided reading session. There are many uses for podcasting in a classroom! Create regular podcasts to share on your class web page or wiki. Record class assignments or directions. Record story time or a reading excerpt for younger ones to listen to at a computer center AND from home, adding a touch of blended learning to your classroom! Have readers (perhaps older buddies) enhance their learning and build fluency by recording selected passages for your non-readers. Launch a service project for your fifth or sixth graders to record stories for the kindergarten to use in their reading and listening center. Challenge students to create "you are there" recordings as "eyewitnesses" to historical or current events. Make a weekly class podcast, with students taking turns writing and sharing the "Class News," encourage and extend learning and have students create radio advertisements for concepts studied in class (Buy Dynamic DNA!). Invite students to write and record their own stories or poetry in dramatic readings. English language learners or students just beginning to read could record their fluency by reading passages. Allow parents to hear their child's progress reading aloud, etc. Compare world language, speech articulation, or reading fluency at two points during the year. Challenge your Shakespeare students to record a soliloquy. Write and record a poem for Father's or Mother's Day (or other special events) and send the URL as a gift to that special person. If you have gifted students who lean toward the dramatic, this tool is simple enough for them to create dramatic mini-casts without needing any additional tools.
Parent permission advised before posting student work created using this tool
Includes Interaction w general public/ public galleries with unmoderated content
Requires registration/log-in (WITH email)
Premium version (not free) includes additional features or storage
Products can be embedded
Products can be shared by URL
Multiple users can collaborate on the same project
Grades4 to 12
tag(s): animation (61), art history (82), artificial intelligence (38), artists (76), climate change (84), colors (62), crosswords (18), drawing (61), egypt (46), emotions (46), environment (231), europe (74), france (37), glaciers (16), insects (67), july 4th (13), museums (43), music theory (45), nasa (31), nutrition (132), painting (56), patterns (60), poetry (182), pollution (49), robotics (22), women (116)
In the ClassroomSave this exciting site to use in several ways to engage students in arts and culture worldwide. For example, as students learn about Europe, add "Where is Hopper" to classroom computers as an activity center for students to explore independently. As students search for Hopper, ask them to use Google Jamboard, reviewed here, to add clues and information learned throughout their exploration. As a final project, as a class or within groups, have students create interactive maps of their travels using Google My Maps, reviewed here. Add images, text explanations of the clues, and videos to share information about each location.
GradesK to 12
In the ClassroomBookmark and save Merlot to use for professional development and planning purposes. Create an account to save and access bookmarks at any time throughout the year. Due to the size of this site, consider including it as part of your professional development activities with grade-level or department peers to explore by sections. For example, during one session, examine options of assessment tools, and explore the included collections about your course content at another meeting. Consider using a curation tool such as Netboard, reviewed here, or Milanote, reviewed here, to collect and share saved resources.
GradesK to 12
In the ClassroomHere, teachers can find one hundred unique, already tried and tested STEAM projects for their classrooms. Teachers can use them as written or as a starting point and modify them to fit their own needs. Perhaps creating a makerspace with several activities and supplies available to choose from would be an excellent station for early finishers in your room. This collection of 100 STEAM projects is a part of a larger website - instructibles.com, where you can learn to do just about anything in any subject area. Be sure to save this site and check back often as content is contributed by the community and is updated regularly, so you never know what you may find - you may even decide to contribute something of your own!
Grades5 to 12
In the ClassroomEngineer for the Week is an excellent opportunity to provide real-world STEM learning to students. Most projects suggest a participation time of 15-20 hours and a time commitment of 15 hours by the facilitator. Share the Facilitator Checklist with parents and community members to find volunteers to support the program as an in-school activity or after-school program. Directions for the programs include different phases labeled as "prep," "sprint," and "finish." As students begin the program, use an organizational tool such as Netboard, reviewed here, to share images, resources, notes, and other information to prepare for the project. During the sprint phase, students collaborate to test and practice different ideas. Enhance student learning by asking students to share their reflections and ideas using Typito, reviewed here. As students celebrate and share their accomplishments, further enhance learning by using Sway, reviewed here, to share and document student learning using text, images, videos, and links to research information.
GradesK to 8
In the ClassroomWhether teaching in person in a classroom, using flipped learning, or remote learning (distance learning), you are sure to find the perfect Fourth of July activity to engage your students in any subject. If you are teaching in a classroom, you may want to set up stations for students to rotate through and learn from and enjoy several activities. For remote learning, you can use Unhangout, reviewed here, to set up your stations and have students rotate through them virtually.
GradesK to 12
Welcome to the Sandpit!...more
Welcome to the Sandpit! This is the place where students design and prototype solutions to authentic problems. Using the right challenges, teachers can facilitate strategies that nurture creativity and allow students to reflect on their learning. Join us as we discuss strategies for prototyping and purposeful play as students work through the design process. As a result of this session, teachers will: 1. Understand the features of a class sandpit space; 2. Explore sandpit activities; and 3. Plan for the use of sandpit practice spaces in the classroom. This session is appropriate for teachers at all technology levels.
In the ClassroomThe archive of this teacher-friendly, hands-on webinar will empower and inspire you to use learning technology in the classroom and for professional productivity. As appropriate, specific classroom examples and ideas have been shared. View the session with a few of your teaching colleagues to find and share new ideas. Find additional information and links to tools at the session resource page. Learn more about OK2Ask and upcoming sessions here.
Grades5 to 12
tag(s): art history (82), body systems (41), business (48), chinese (43), drawing (61), environment (231), financial literacy (93), french (72), geology (64), japanese (46), latin (21), music theory (45), narrative (15), novels (27), nutrition (132), oceans (139), OER (42), photography (128), plagiarism (33), poetry (182), psychology (66), robotics (22), romeo & juliet (8), short stories (18), sociology (22), space (210), spanish (102), STEM (243), writers workshop (32)