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John Evans

Introducing 5 Domains of Blended Learning Teaching - 4 views

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    "School and district leaders that are thinking about personalizing education tell us one of their top concerns is how to train, support, and develop teachers effectively to teach in ways that may feel new and unfamiliar.  As former educators we agree that this is crucial, and are happy that they recognize the challenge and are ready to take it on. First and foremost, in order to support the teachers we are asking to teach in blended learning environments we have to understand the implications on teaching practice.  Over the past three years, we've worked with thousands of teachers tackling the question of how to personalize learning in their classrooms and we've gathered a set skills into 5 domains of blended learning teaching that we believe are new skills to master for veteran and novice teachers alike. This five-domain rubric was created, not for evaluation purposes (there are enough evaluation rubrics out there!), but for teachers to be able to self-assess, set goals and progress.  In the same way, we want blended learning to allow for students to have a better understanding of their own strengths and weaknesses, we want teachers to be able to identify blended specific skills and better understand their own strengths and areas for growth.  We wanted to give teachers, their coaches, and their leaders, a sense of what to strive for, and help them plot a path to get there through aligned professional development.  We also found that the teachers we work with cherish the opportunity to self-reflect, identify the skills they have and the skills they need, and take the time to set goals around where they want to shift their practice.  Many of our schools infuse these concepts into community of practices discussions for continuous learning."
John Evans

NMC Horizon Report Preview 2018 | EDUCAUSE - 1 views

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    "Higher education leaders and decision makers use the annual Issues, Technologies, and Trends resources to know what's important and where to focus in their IT planning and management activities. When viewed together the resources provide more complete and nuanced guidance on institutional IT priorities. The lists are created by the community for the community, with support from EDUCAUSE staff. The Top 10 IT Issues list is developed by a panel of experts comprised of IT and non-IT leaders, CIOs, and faculty members and then voted on by EDUCAUSE members in an annual survey.  The Trend Watch and Strategic Technologies reports are derived from authoritative sources that annually identify emerging and maturing technologies and trends in higher education. The ELI Key Issues in Teaching and Learning list is crowd-sourced by surveying the higher education teaching and learning community to identify the issues and topics most important to them. The NMC Horizon Report identifies and describes emerging technologies likely to have an impact on learning, teaching, and creative inquiry in education. "
John Evans

There's no innovation agenda without design thinking - The Globe and Mail - 3 views

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    "Never have design thinking, design practice and creative skills been as important to Canada's future as they are now. Today, competitive success is determined by the ability to understand human needs and desires and to deliver richly imagined ways of addressing them. Many organizations recognize the importance of innovation, but they don't know how to achieve it. The answer is design. Designers allow companies to stay ahead of their customers by anticipating and addressing human needs and behaviours in a complex and changing world. Technology needs to be intentionally designed for and with people. Design creates the experience of a product, system or service, the individual, social and cultural experience, and the value and the impact it has. Design is the bridge between raw invention and application. The essence of design thinking involves empathizing deeply, listening to people and observing them to identify tough problems to address or new opportunities to explore. Design thinking marries systems analysis with outcomes-oriented problem solving. It's relevant to the development and enhancement of services, products and business methods. It's as applicable to large companies as it is to startups and non-profits."
John Evans

Thinking and Learning in the Maker-Centered Classroom - 0 views

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    "Over the past decade, maker-centered classrooms and making-centered learning have become increasingly popular - young people (and teachers and parents alike) have greater opportunities to build, hack, redesign, and tinker with a variety of materials, in school- or community-based spaces, design thinking and engineering programs, and Maker Faires. Maker-centered learning not only offers opportunities to learn about new tools and technologies, it requires certain thinking skills - such as navigating uncertainty, adaptability, collaborative thinking, risk-taking, and multiple-perspective taking - that are critical to engaging and thriving in a complex world. Drawing on research from Project Zero's Agency by Design project, this course offers classroom teachers, maker educators, administrators, and parents an opportunity to explore firsthand maker-centered learning practices and the opportunities they afford. Discover what kinds of tools might best support this kind of teaching and learning, and examine the benefits (to both young people and facilitators) of engaging in this work. Through hands-on, collaborative activities, consider how maker-centered experiences might fit into your own contexts."
John Evans

Laura Seargeant Richardson - The Superpowers of Play - 0 views

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    " have been looking at the future of play for about 5 years and have spoken about the topic at MIT and written about it in Fast Co. Design, Parents Magazine and The Atlantic. Recently, I summed up the research into a poster for parents and teachers to help them frame the value of play in education (see below attachment). I think this excerpt from my Atlantic article said it best, "Someday, rather than measuring memorization as an indicator of progress, we will measure our children's ability to manipulate (deconstruct and hack), morph (think flexibly and be tolerant of change), and move (think "with their hands" and play productively). Standardized aptitude tests will be replaced by our abilities to see (observe and imagine), sense (have empathy and intrinsic motivation), and stretch (think abstractly and systemically). We will advance our abilities to collaborate and create." The future favors the flexible. And that's another reason this poster has + signs at the top of each category - because the superpowers of play we will need for a constantly evolving world is always changing and it encourages everyone to add their own powers of play. "
tech vedic

Most important smartphones of 2012-13 - 0 views

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    "iPhone 5 Called ""Gadget off the Year"" by Time Magazine, Apple's iPhone 5 (from $199 on 2-year AT&T, Sprint or Verizon plan) is a serious piece of hardware. Along with its powerful new A6 chip, iPhone 5 works on 4G/Long Term Evolution (LTE) networks for wireless speeds that rivals your home's broadband connection. iPhone 5 also has improved cameras: an eight-megapixel iSight rear-facing camera (3264 x 2448 pixels) and front-facing FaceTime camera with 720p HD quality for video calling. Samsung Galaxy S III The Samsung Galaxy S III (from $149 on 2-year plan with AT&T, Sprint, T-Mobile, U.S. Cellular, Verizon) is a true smartphone in every sense of the word -- and we're not even referring to its stunning 4.8-inch display, fast LTE speeds or versatile Android operating system. the Galaxy S III's front-facing camera knows when you're looking at the screen, so it'll give you the bright display you seek, but if your eyes look away it'll dim itself to preserve its battery. It also knows when you want to talk: if you're messaging with someone and want to call them, simply lift the smartphone to your ear and it'll dial for you. Nokia Lumia 920 As the flagship Windows Phone 8 device, Nokia's Lumia 920 (from $99.99 on 2-year AT&T plan), has a lot to offer, including a colorful Start screen with ""live tiles""; familiar Microsoft apps like Outlook, Word, Excel, PowerPoint and OneNote; and a People hub that aggregates all your contacts into one page per person (so you don't need to close, say Outlook, to see what that friend is up to on Facebook or Twitter). HTC Droid DNA and HTC One X+ A pair of Android-powered HTC devices are also worthy of ""best of 2012"" nods: the HTC Droid DNA ($149.99 on 2-year Verizon Wireless plan) and HTC One X+ ($199.99 on 2-year AT&T plan). Protected by Corning's uber-durable Gorilla Glass 2 technology, the Droid DNA's 5-inch 1080p HD screen was built for video, games, ebooks and web browsing. Integrated Beats Audio - an
John Evans

Teaching Kids to Code: Text-Based vs Block-Based Programming - 4 views

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    "About two decades ago The MIT Media lab introduced the concept of block-based programming. The idea was to develop an interface that allowed computer programs to be built by simply dragging and dropping puzzle blocks to represent complex programming constructs and commands. With this new method for teaching and learning computer science, the hugely popular Scratch platform was born. This approach lowered the bar for experimenting with programmatic thinking, making it possible for students to create interactive animations and small games without writing a single line of code. This simple concept removed the need to learn the syntax of a formal programming language, and made teaching and learning the basics of computer science accessible to younger learners and to teachers with no formal coding background. Outside of the classroom though, coding has always been, and still remains, a process of typing letters, numbers and symbols. This text-based programming, used in programming language such as C, Javascript and Python, requires coders to obey and conform to formal syntax. Despite the pain of dealing with typos in names of variables and inevitable syntax errors, no other coding method designed to be more "user friendly" has really caught on. Tools have been offered for managers to define business logic through a graphical user interface without writing lines of codes. Or for web developers to add interactive behaviors to their websites without learning Javascript. But in reality, neither of those substitute the power and flexibility of text-based programming. And with neither winning significant adoption, the demand for the classic skill of text-based coding continues to grow and grow."
John Evans

Fixed vs. Growth: The Two Basic Mindsets That Shape Our Lives | Brain Pickings - 4 views

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    ""If you imagine less, less will be what you undoubtedly deserve," Debbie Millman counseled in one of the best commencement speeches ever given, urging: "Do what you love, and don't stop until you get what you love. Work as hard as you can, imagine immensities…" Far from Pollyanna platitude, this advice actually reflects what modern psychology knows about how belief systems about our own abilities and potential fuel our behavior and predict our success. Much of that understanding stems from the work of Stanford psychologist Carol Dweck, synthesized in her remarkably insightful Mindset: The New Psychology of Success (public library) - an inquiry into the power of our beliefs, both conscious and unconscious, and how changing even the simplest of them can have profound impact on nearly every aspect of our lives. One of the most basic beliefs we carry about ourselves, Dweck found in her research, has to do with how we view and inhabit what we consider to be our personality. A "fixed mindset" assumes that our character, intelligence, and creative ability are static givens which we can't change in any meaningful way, and success is the affirmation of that inherent intelligence, an assessment of how those givens measure up against an equally fixed standard; striving for success and avoiding failure at all costs become a way of maintaining the sense of being smart or skilled. A "growth mindset," on the other hand, thrives on challenge and sees failure not as evidence of unintelligence but as a heartening springboard for growth and for stretching our existing abilities. Out of these two mindsets, which we manifest from a very early age, springs a great deal of our behavior, our relationship with success and failure in both professional and personal contexts, and ultimately our capacity for happiness."
John Evans

Bringing STEM to Light: Teaching about Light and Optics - Canvas Network | Free online ... - 0 views

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    "Light is a fascinating and familiar topic for children and adults. It's also rich and complex, which is great if you are teaching a graduate level course in Quantum Mechanics. But how do you lay the foundation for this exciting topic? What do you teach to the youngest would-be scientists? This self-paced, 5 week course is designed for both formal and informal educators who want to teach children ages 6-14 about the science of light and optics. Starting with a simple kit and some basic activities, we'll work through understanding the basics of light, color, shadows, reflection and refraction. Each module offers easy to digest science content, application of science process skills, connections to real world technologies and engaging activities designed to build your comfort and confidence with light and optics. Throughout each module, guidance (suggestions) on how to use and create learning experiences for children will be provided through online discussions and other opportunities for self-reflection and sharing. This process will support the completion of a final project."
John Evans

6 Factors Of Gamification That Changes Students - 4 views

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    "I was 11 the year my summer camp director transformed the regular schedule, procedures, and lingo that we were used to-into the most memorable, enriching experience I had ever encountered at that point in my life. I had no idea that he had 'gamified' the week; I just knew that it was the best summer ever. Instead of grouping us by numbers, we were named after the Greek alphabet. We competed daily against the other groups in volleyball, softball, kickball, and on the final night -a chariot and Olympic flame opened an epic Olympic Game contest at midnight. The director, or 'game master' as we were inclined to call him, even made everyone reset the clocks and watches-so we never knew what the real time was, the entire schedule was set on some sort of crazy alternate schedule. Now I realize that it probably allowed him to sleep in and us to stay up later, but we were none the wiser. Daily we played games, wrote skits, went swimming, and competed for cleanest cabins. We did all the regular stuff, but it was more fun because there were rules and boundaries and points and collaboration and competition and a clear, mutual understanding of goals and performance and criteria for success. As a student, I got to learn more about the power of 'gamifying' something, and what effect it had on learners."
John Evans

9 Maker Projects for Beginner Maker Ed Teachers | Teach.com - 0 views

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    "Maker education (often referred to as "Maker Ed") is a new school of educational thought that focuses on delivering constructivist, project-based learning curriculum and instructional units to students. Maker education spaces can be as large as full high school workshops with high-tech tools, or as small and low-tech as one corner of an elementary classroom. A makerspace isn't just about the tools and equipment, but the sort of learning experience the space provides to students who are making projects. Maker Ed places a premium on the balance between exploration and execution. Small projects lend themselves to indefinite tinkering and fiddling, while larger projects need complex, coordinated planning. Often, small projects can organically grow into larger and larger projects. This deliberate process strengthens and enriches a learner's executive functioning skills. Additionally, communication and collaboration are two of Maker Ed's fundamental values. Making allows learners to practice their social communication skills in a variety of groupings, whether affinity-based, role-specific or teacher-assigned. It's important for all different groups to be present in student learning spaces so that all students can practice their social skills in multiple settings. Lastly, Making presents unique opportunities to generate flow learning and allow the teacher to leverage high-interest projects and activities and turn them into learning objectives within a curriculum. Maker education provides space for real-life collaboration, integration across multiple disciplines, and iteration-the opportunity to fail, rework a project and find success. The benefits of a cooperative learning environment are well documented in a makerspace. If you are wondering how to connect these projects back to the Common Core Standards, check out PBL Through a Maker's Lens and Woodshop Cowboy."
John Evans

5 steps for creating a custom makerspace | eSchool News | eSchool News - 4 views

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    "I believe that every child has the right to invent, tinker, create, innovate, make, and do. The maker movement has created opportunities for all educators to give students authentic learning opportunities that go beyond the typical classroom experiences and to rethink traditional learning environments to include those that nurture the kinds of creativity and innovation that will benefit our students both in school and beyond. We know children learn by exploring and playing and doing and making and that these kinds of things lead to deeper engagement. The maker movement embodies opportunities for experimentation and innovation to occur across all grade levels and all content areas. Physical makerspaces have allowed us the opportunity to pull some of this excitement of the maker movement into our schools. Makerspaces can help set the stage for meaningful student learning, as well as help cultivate a culture of innovation within a school. My makerspace inspires innovation, passion, and personal motivation and interests, and has encouraged students to pursue STEM subjects and careers."
John Evans

Mathematical Habits of Mind | Edutopia - 2 views

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    "We all have them, some good and some bad. We pick them up from friends, family, and even strangers. But we may not recall who we picked them up from or when they began. Because we've practiced them over and over, these seemingly thoughtless repeated habits or behaviors, the pathways in our brain have become so broad, fast, and efficient in carrying them out that we do them automatically without even thinking. Yet these unconscious habits and behaviors add structure and order to our lives and help us to make sense of the world we live in. Our classrooms are full of them. We teachers are pros when it comes to employing and modeling good habits and routines that enable us to manage and carry out the many tasks and demands of teaching. And when it comes to teaching mathematics, we model and teach our students how to carry out procedures and algorithms flawlessly. But why is it that these same students often struggle when confronted with a problem to which the immediate answer is unknown?"
John Evans

Coding and Robotics | - 2 views

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    "I am always curious to see the words and ideas that are growing.  It was from individual classrooms and schools that ideas around self-regulation, inquiry and digital access have exploded.  I have also written before about the growth of outdoor learning among other trends that are taking hold.  It is sometimes hard to track their growth - it comes from students, teachers, parents and the community and when they stick - they become the new normal. The two ideas this fall that I would add to the list and I think are just beginning to blossom are coding and robotics.  When I look at the growth plans of staff, or the inquiry questions of our Innovation teams, or listen to the interests of parents, these ideas are coming up more and more. Coding is not new, and it is part of the ICT 9-12 curriculum.  In part driven by the global Hour of Code initiative, there are efforts to expose all students to the possibilities around coding not just those who select it as a secondary school elective.  More and more we are hearing from students, teachers and parents that we want to engage younger learners with these skills.  Cari Wilson has done a wonderful job leading the Hour of Code initiative in our district - getting into elementary and secondary classrooms.  Given the Star Wars theme this year I am sure students in classrooms and at kitchen tables across our community will be engaging with coding."
John Evans

New Forms of Reading and Writing | Silvia Tolisano- Langwitches Blog - 1 views

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    "As I am coaching teachers in learning how to learn and teach FOR the 22nd century, I realize that the gap between being able to read traditional forms of information, communications materials in geneal and reading on new platforms, in new genres and in general new digital forms is widening drastically. Not too long ago, I wrote a post titled, Our Notion of Literacy and Iliteracy Calls for an Update.  I define literacy as the ability to read and write and being able to express and communicate our ideas to others. So, in our world, which is BOTH analog AND digital, we need to be literate in both. Especially if we are educators, in charge of teaching our students to be literate for THEIR future. The digital world is not going away, nor can it be ignored in terms of being and staying (critically) informed, lifelong learning, communicating, connecting, collaborating and contributing. One realisation for me was that new forms of reading and writing did not ONLY have to do with the skillset of learning the logistics of how to read and write on digital platforms, but had EVERYTHING to do with a new mindset that allows for new forms of reading and writing versus merely substituting the way we have done it in analog form before."
John Evans

National curriculum in England: computing programmes of study - GOV.UK - 0 views

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    "A high-quality computing education equips pupils to use computational thinking and creativity to understand and change the world. Computing has deep links with mathematics, science and design and technology, and provides insights into both natural and artificial systems. The core of computing is computer science, in which pupils are taught the principles of information and computation, how digital systems work and how to put this knowledge to use through programming. Building on this knowledge and understanding, pupils are equipped to use information technology to create programs, systems and a range of content. Computing also ensures that pupils become digitally literate - able to use, and express themselves and develop their ideas through, information and communication technology - at a level suitable for the future workplace and as active participants in a digital world."
John Evans

Developing and Maintaining a Growth Mindset - The Learner's Way - 3 views

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    For educators, parents and learners Carol Dweck's research on the benefits of a Growth Mindset is naturally appealing. Those who have a growth mindset achieve better results than those who don't, are more resilient and accept challenge willingly. After two years of incorporating a growth mindset philosophy we are finding that the reality of shifting a student's disposition away from a fixed mindset and then maintaining a growth mindset is significantly more complex than at first imagined.
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    "For educators, parents and learners Carol Dweck's research on the benefits of a Growth Mindset is naturally appealing. Those who have a growth mindset achieve better results than those who don't, are more resilient and accept challenge willingly. In response schools have embraced the notion and classroom walls are adorned with posters identifying the characteristics of growth versus fixed mindsets. Teachers make efforts to shift their students towards a growth mindset and parents consider how they may assist in the process. After two years of incorporating a growth mindset philosophy we are finding that the reality of shifting a student's disposition away from a fixed mindset and then maintaining a growth mindset is significantly more complex than at first imagined. Numerous forces and influences play a role and progress is unlikely to match a linear curve. Where schools have made steps in the right direction, is in raising awareness of the two mindsets. In this regard the placement of posters and discussion around the role that our mindset has in our learning are steps in the right direction. Demonising the fixed mindset is perhaps an unnecessary step and our students may be better served by understanding that we all have times when we fall into a fixed mindset. Education of how we may recognise such times and apply strategies of mindfulness and metacognition would avoid shifting already vulnerable learners on to the circle of shame. Awareness is however far form the end of the journey towards reaping the benefits of a Growth Mindset."
John Evans

The Maker Movement in K-12 Education: A Guide to Emerging Research - Digital Education ... - 6 views

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    "Few trends in K-12 ed tech are as hot-or as under-researched-as "Maker" education. The term generally refers to using a wide variety of hands-on activities (such as building, computer programming, and sewing) to support academic learning and the development of a mindset that values playfulness and experimentation, growth and iteration, and collaboration and community.  Typically, "Making" involves attempting to solve a particular problem, creating a physical or digital artifact, and sharing that product with a larger audience. Often, such work is guided by the notion that process is more important than results. The Maker Movement has its roots outside of school, in institutions such as science museums and in the informal activities that everyday people have taken part in for generations. It began exploding about a decade ago, thanks in large part to the enthusiastic audience of Make magazine and the popularity of public events such as Maker Faires (the most well-known of which was hosted by President Barack Obama at the White House in 2014.) The rise of cheap digital tools, including microcontroller platforms such as Arduino and rapid-prototyping tools such as 3-D printers, has in recent years lent the movement a decidedly techie flavor. Efforts to bring Making and "Maker spaces" into K-12 schools are still "nascent," said Erica Halverson, an associate professor of curriculum and instruction at the University of Wisconsin-Madison and a leading researcher into Maker education. But that's changing fast."
John Evans

How Minecraft and Duct Tape Wallets Prepare Our Kids for Jobs That Don't Exist Yet | Ed... - 0 views

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    "My objective with this wide-ranging set of skills, and involving the community so closely in their development, is to give kids the chance to practice whatever makes them passionate now and feel encouraged -- even if they're obsessed with making stuff exclusively with duct tape. It's crucial that kids learn how to be passionate for the rest of their lives. To start, they must first learn what it feels like to be simultaneously challenged and confident. It's my instinct that we should not try to introduce these experiences through skills we value as much as look for opportunities to develop them, as well as creativity and literacy, in the skills they already love. MAGICIANS CRAFT ILLUSIONS THAT BAFFLE THE SENSES AND CONFUSE OUR REASONING. THEY PLAN LIKE SCIENTISTS, BUT PERFORM AS ARTISTS. ONLY THROUGH LONG AND DISCIPLINED PREPARATION DO THEY SUCCEED. It's difficult to predict which skills will be valuable in the future, and even more challenging to see the connection between our children's interests and these skills. Nothing illustrates this better than Minecraft, a popular game that might be best described as virtual LEGOs. Calling it a game belies the transformation it has sparked: An entire generation is learning how to create 3D models using a computer. Now, I wonder, what sort of businesses, communication, entertainment or art will be possible? Cathy Davidson, a scholar of learning technology, concluded that 65% of children entering grade school this year will end up working in careers that haven't even been invented yet. I bet today's kids will eventually explore outcomes and create jobs only made possible by the influence of Minecraft in their lives. Why take any chances and build your dream house with blueprints alone? The Minecraft kid could easily make a realistic 3D model of one for you to walk through before you build. That's why DIY treats Minecraft as a tool, not a game, and encourages our members to use it to pursue art, architect
John Evans

From sceptic to convert using iPads in my classroom - Educate 1 to 1 - 2 views

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    "At first, I have to admit I was not the greatest fan of the iPad. Aside from its obvious advantages, like the battery life and the time gained from not having to get the class to 'log on', it seemed like an expensive gimmick. However, after experimenting with iMovie, I began to see some of its potential and I was hooked. I soon found that many of the content-free apps, such as iMovie, Keynote and PuppetPals provided me with a medium through which I could teach in an inspiring and innovative way. Three years on, the school now has one iPad between two children and the opportunities to use the technology in a creative way have multiplied. The iPad is a valuable and powerful resource which has changed my approach to teaching and learning. My lessons are now more dynamic, with greater opportunities for the children to make decisions and choices for themselves. The pupils are often scattered around the school working in small groups to develop creative ways to record, present, evaluate and explain. My role as a teacher has also changed as I have become a facilitator and guide, providing quality control and advice. I have been able to introduce longer integrated projects combining different subjects and skills where the iPad is a key tool in the process. The iPad has been invaluable in enabling me to make the curriculum change I wanted. I can now say the skills of curiosity, collaboration, critical thinking, reflectiveness and creativity are being practised on a daily basis through this technology. However, it is the ease with which you can create on the iPad that has had the most impact in my classroom. The controls are so intuitive that very little time, if any once an app has been introduced, is spent teaching the children how to use the technology. This means that tasks that would have seemed too complicated or time consuming in the past are now possible."
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