eSpark Learning is enabling students to succeed in school and in life with innovative, differentiated technology. Frontier is one of their products that will captivate unique interests, challenge learners at all levels, and inspire creative application. It is a great way to start personalizing learning in your classroom. Students sign in and select a project based on a topic of their interest. Each project is aligned to the student’s unique learning level. Within each Frontier students are faced with an Essential Question that is meaningful to them. Engaging, diverse, online resources are curated to to help students research the essential question. Quick quizzes are interspersed throughout the project between articles, videos, infographics and podcasts to help them synthesize learning. Finally they express and publish their work to a larger audience.…
- Published in Digital Literacy
LessonCast
LessonCast is teacher founded & classroom tested. Inspired by Teacher Learners.
Picture this. A new teacher, Eric, drops in on an experienced teacher, Jeanette, at the beginning of his planning period. Eric explains that he’s having a challenge with a particular learning objective and a particular group of students and asks for a few minutes of Jeanette’s time and advice. Jeanette is a phenomenal mentor teacher, and – to his amazement – she shares the clearest, most succinct and powerful explanation he’s ever heard. She covers the most important elements of designing instruction particularly for his students’ needs, what things to watch for, a few if-then scenarios, and follows it up with handouts that she’s used and that he can customize for his students. In three minutes he has what he needs to spend the rest of his planning period …
- Published in Professional Development, Webinars
Prodigy Game
- Published in Digital Literacy, Games, Mathematics
Classcraft.com
Don’t change what you teach, supercharge how you teach it.
Classcraft is a free online, educational role-playing game that teachers and students play together in the classroom. By using many of the conventions traditionally found in games today, students can level up, work in teams, and earn powers that have real-world consequences. Acting as a gamification layer around any existing curriculum, the game transforms the way a class is experienced throughout the school year.
Playing in the Classroom
Over the course of an hour, game management occupies roughly five minutes. The Classcraft web-based and iOS platforms enable teachers and students to easily manage all the complexities of the game. The class is taught normally, and the game runs passively in the background, collecting points and managing powers. Classcraft can be played with one computer and a projector or deployed on …
- Published in Games