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John Evans

More on Augmented Reality in Kindergarten | iTeach with iPads - 0 views

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    "One thing young children are not lacking in is imagination. They have no trouble pretending, playing make believe and suspending reality. We've recently crossed over into the augmented reality arena. Augmented Reality (AR) allows for a digitally enhanced view of the real world. It allows the user to open or create layers of digital information on top of the physical world that can be viewed through a mobile device. I've talked about our first foray in AR with Aurasma app here. Aurasma is a great tool, and now my student's are using the Chromville app to create in their own Augmented Reality worlds."
John Evans

Using iPads for Literacy and Research in Kindergarten | iTeach with iPads - 0 views

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    "We are finishing up a big unit on the rainforest. We have learned about the 4 layers, what animals live in each layer, what products we get from the rainforest and how people are destroying the rainforest. We have read books and watched videos. As we finish up this unit, the kids are focusing on one animal they want to learn more about. We have talked about doing research before and we made this anchor chart together: "
John Evans

Makers in the Classroom: A How To Guide | EdSurge News - 5 views

  • At Lighthouse Charter School, we use three Making-inspired models: open-ended student-driven projects, integration into curriculum, and Making-focused curriculum. While a single project may involve more than one of these models, you can use these categories to start thinking about Making in your own classroom, school, or educational program.
  • Open-ended student-driven projects ask students to do most of the heavy lifting. The open-ended projects have a strong focus initially on the heart, and a student’s interests--”What are you passionate about? What gets you excited? What would just be cool?” But to create a final project, the mind and hands must get involved as well.
  • Integrating Making into curriculum happens when Making is tied to core academic curriculum or standards, in order to enhance student understanding. For example, when students build circuits using open-ended materials to introduce to concepts about electricity, design bridges to withstand an earthquake as part of a geology study, and deepen their understanding of geometry by programming shapes in LOGO (a computer language developed as a tool for learning), they engage their hands to solidify and deepen the concepts that they are already learning in the classroom.
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  • In Making-focused curriculum, the goal is to focus on the Making process and skills, shifting from a focus on academic content/standards to a focus on the Making itself. A kindergarten study of sewing, a robotics elective, or a few class sessions on programming with Scratch fit this model. An important consideration is whether to concentrate on process (such as ideation and prototyping), skills (such as soldering, programming, and sewing), or both, and then tailor instruction to fit those goals. When I design Making classes that focus on process, I have my students write reflections and engage in whole-class discussions to help students think about how they worked through obstacles throughout the project process.
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    "You see it everywhere in K-12. Kindergarteners design toys for their friends to practice empathy, while learning to use a saw and glue-gun along the way. Second graders deepen their understanding of character traits while designing and sewing puppets to represent a character in a folk-tale. In high school physics, students make wind turbines in order to internalize an understanding of how magnetism can create electricity. The "it" I'm referring to is "Making," and simply put, Making is any activity where people create something, often with their hands. I often define Making by looking at what people bring to the Maker Faire, which does include more technical aspects like 3D printing, physical computing and programming. But Making also includes woodworking, growing food, making art and crafts."
John Evans

Kindergarteners Who Share iPads May Perform Better: Study | TIME - 1 views

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    "Students perform better if they share an iPad with another student as opposed to having one all to themselves, according to a new study. Though schools nationwide have ramped up their efforts to introduce technology in the classroom, there's just a small body of evidence on the benefits for students. Now a new study suggests that iPads do have a role in academic performance, but the effect may be greater when students collaborate."
John Evans

4 Coding Apps For Kindergarten and Elementary School -- THE Journal - 0 views

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    "Common Sense Media's service Graphite, which offers independent ratings and reviews of learning apps and websites, has compiled this list of apps to get young students started on the road to coding. For complete reviews, and for each app's "Learning Rating," visit the Graphite website."
John Evans

Introduction to Creative Learning - 0 views

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    "Introduction to Creative Learning This week includes an introduction to the course, a discussion of the Lifelong Kindergarten approach, and an opportunity to share a childhood object"
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