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John Evans

» How BrainPOP Impacts Student Learning Educational Technology Weblog - 0 views

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    How BrainPOP Impacts Student Learning
John Evans

12 Apps That Should Be On Elementary School iPad - 0 views

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    "So this collection wasn't as easy to curate as it'd seem. It wasn't a matter of simply choosing the best apps across content areas-math, science, social studies, etc. The title says "every iPad," which seems to imply universal needs. Every. iPad. Same with age and grade level, reading level, and gender. So we took at look at apps that could be used in any content area, and at (almost) any grade level K-5. (Phonics Genius likely wouldn't be as necessary in later elementary grades as it might in K-3, for example.) The focus is on literacy, content, and play. An argument could be made that elementary school students may be better served with an Encyclopedia app rather than Google Search. You almost may want something with a subscription as Brainpop has, or a slightly more child-friendly word processor than Pages. Substitute away!"
John Evans

Apple opens a "Teachers" section on iTunes Appstore - 9 views

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    "While reading through my tweets I noticed that Apple announced a "Teachers Section" on the Appstore. Some of the showcased apps include Wunderlist HD, Doceri Remote, Brainpop, Garage Band etc. You can browse the selections by navigating here."
John Evans

Joan Ganz Cooney Center - Busting Barriers Or Just Dabbling?: How Teachers Are Using Di... - 2 views

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    "This recent example aside, the idea that games can be fun and educational is starting to take hold in the educational community.  That these fun learning games can come in the form of games like Minecraft, rather than "skill and drill" games is icing on the cake for students and teachers.  The number of recent popular press articles heralding a rising trend of digital game use in the classroom has made the team at the Joan Ganz Cooney Center wonder: just how common is this practice?  And further, which teachers are choosing to use digital games in their teaching, what particular goals do they have for that game use, and what kinds of outcomes are they observing among their students? With these questions in mind the Joan Ganz Cooney Center surveyed nearly 700 K-8 teachers about their use of digital games in their teaching (a follow-up to a similar survey we conducted in 2012 with BrainPop). I wanted to share a few of the highlights from our full set of findings."
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