"Rolling out iPads in our schools in some ways as mirrored my bowling experience as a youth. We've given some basic direction and support but sometimes the ball flew backward (like when we went from iOS 4.3 to 5.0). Sometimes our fingers get stuck in the ball (iPads only being used for simple substitutive tasks). And other times, even when we had students going in the right direction, their feet would sometimes step over the line before they roll(distraction). However, by constantly communicating with our community, teachers, students and administrators, we are continually seeking out ways to positively impact the instructional use of these tools in the classroom and thus have the kids bowl more strikes. One of the early struggles in our deployment was the ability to be balance profiles and restrictions on the iPads so that they would have a successful educational experience. We really only had a couple of choices when we started back in 2011:"
"It's inevitable that the kids of Generation Z will be the most naturally tech-literate generation yet, but that won't happen through osmosis. They'll still need tools to get them there. Kids older than 10 or so are covered: In the past few years, smart companies like littleBits and Kano have helped pave the way toward make learning about circuitry and motherboards as fun as playing with Legos.
But those products are still a bit sophisticated. Think of them like the grammar and syntax of computer science: great educational tools, so long as you can already grasp a few basic building blocks. To get those building blocks-let's call it the alphabet-younger kids can now turn to Hackaball, a ball that's also a computer, that gets programmed via an iPad app."
"I saw this video on YouTube this past week and was completely floored by it. Not only is it an impressive build for any maker, but the builder here, Angelo Casimiro, is a 17 year old boy."
Bud Abbott and Lou Costello's iconic "Who's on First?" comedy routine from the 1930s just got a refresh from a few of today's funnymen.
Abbott & Costello's Classic Who's on First routine in audio only format can be found her: http://pcdon.com/-Abbott-Costello-WhosOnFirst.wav
A Marble Machine is a creative ball-run contraption, made from familiar
materials, designed to send a rolling marble through tubes and funnels,
across tracks and bumpers, and into a catch at the end.
"Sphero balls have become a staple part of many schools Makerspaces and mine is no different. They really do offer amazing creativity and deep learning through visual programming with strong links to STEAM (Science, Technology, Engineering, Arts, Maths) problem solving skills and computational thinking.
CompNow ran a competition this year to promote the use of Sphero's in education and in particular how they can be included in all areas of the curriculum. It was timely that the Olympics were recently held in Rio and provided an interesting cross curricula topic."
"I'm not sure of the way most people learn the complicated process of programming Arduino projects because I only know my own convoluted journey. I started the hard way following projects from the Arduino Starter Kit by building photo sensor theremins and electronic magic 8 balls. Here is one of my first Arduino projects I created at a class at the Denton Public Library. (The tweet below is a flashback to the Coding Bonanza I led at Lamar Library in 2014.)
I quickly found that I wanted to do things OTHER than what the projects outlined, but I just didn't have the code knowledge to hack projects and make them my own. I continued following projects and attempting to tinker with code. For someone with absolutely no background in coding, it was quite an arduous journey. Imagine my surprise when I found out about the ScratchX extension from Kreg Hanning at SXSWedu in 2015!"
"Mention robots to many English teachers and they'll immediately point down the hall to the science classroom or to the makerspace, if they have one. At many schools, if there's a robot at all, it's located in a science or math classroom or is being built by an after-school robotics club. It's not usually a fixture in English classrooms. But as teachers continue to work at finding new entry points to old material for their students, robots are proving to be a great interdisciplinary tool that builds collaboration and literacy skills.
"For someone like me who teaches literature by lots of dead white guys, teaching programming adds relevance to my class," said Jessica Herring, a high school English teacher at Benton High School in Arkansas. Herring first experimented using Sphero, essentially a programmable ball, when her American literature class was studying the writing of early settlers. Herring pushed the desks back and drew a maze on the floor with tape representing the journey from Europe to the New World. Her students used class iPads and an introductory manually guided app to steer their Spheros through the maze.
Herring, like many English teachers, was skeptical about how the Sphero robot could be a useful teaching tool in her classroom. She thought that type of technology would distract students from the core skills of reading, writing and analyzing literature. But she decided to try it after hearing about the success of another English teacher across the country."
"Pokémon Go is a cultural phenomenon that has gained so much in popularity over the last few weeks. This is basically an augmented reality game that you can play through your smart phone. The app uses the coordinates of your GPS to determine your location in the real world and provides you with Pokémon characters to view and catch. 'Pokémon are out there, and you need to find them. As you walk around a neighbourhood, your smartphone will vibrate when there's a Pokémon nearby. Take aim and throw a Poké Ball… You'll have to stay alert, or it might get away!'"
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Apple has long touted its device's assistive technology as a powerful tool for the educational development of physically and mentally disabled children. The iPad's touch screen makes it easier to manipulate than more traditional educational tools.
For children with autism, "the iPad is not a toy, but a tool that works best when there is a 'team effort' between parents and therapists encouraging its proper use," said Marc Reisner, co-founder of Reach for the APPs. "Our goal is to provide schools with iPads so they can reach every child on the autistic spectrum."
Reach for the APPs built their site with an initial donation from Managed Digital. Now, they're seeking out donations of money and/or iPads from both individuals and corporations to propel the program forward.
According to reports from the Center for Disease Control and Prevention, 1-in-88 children have some form of autism, up 78 percent from just a decade ago. The demand for augmentative communications devices is growing. But the schools can't meet the demand, so the children are losing valuable time during critical developmental years.
Lois Brady, a speech language pathologist and assistive technology specialist, said apps can help develop fine-motor skills, which will in turn make functions like writing and manipulating small objects easier for the students.
"I have spent years working with the most challenging students that are considered profoundly disabled," she said. "And I have seen some small miracles when I introduce the iPad into our therapy, as the children have made huge gains in attention, focus, communication, language and literacy skills."
Some experts also say that the iPad can lessen symptoms of autistic disorders, helping children deal with life's sensory overload.
Brady will be contributing content to the Reach for the APPs website to inform therapists about the latest-and-greatest apps for children all over the autistim spectrum. Apps must be tailor
"Think back 20 years. Pay phones still worked, and only doctors carried pagers. Laptops weighed as much as bowling balls, and few of us had Internet access. In fact, much of what we now consider commonplace -- Google, email, WiFi, texting -- was not even possible. If that was 20 years ago, where are we going in the next 20?
We are all going mobile! Tablets, smartphones, Chromebooks -- and yet, these devices only serve as the most recent iteration of mobile technology in the classroom. Remember Netbooks? How about those old-school Macbooks that looked like toilet seat covers? What if we go back further? What about chalk and slate?"
"For the last ten years, we've worked one-on-one with students from elementary school through graduate school. No matter their age, no matter the material, when you ask what they're struggling with, students almost universally name a subject: "math," "English" or, in some instances, "school." Doubting that all of school is the issue, we then ask to see their last test. After some grumbling, the student digs down, deep into the dark, dank recesses of his or her backpack, and pulls out a balled-up, lunch-stained paper that, once smoothed out, turns out to be the latest exam. "
"Teachers need to reinvent themselves, like Miley Cyrus. We need to come in like a wrecking ball and smash our traditional approach. Like Miley did. Hannah Montana was great! But her audience changed. With time, her fans grew up and started to leave Hannah behind. So what did she do? Cut her hair, ramped up her wardrobe and engaged her audience again. Please understand, I do not align myself with any of the twerking or ridiculously bizarre on and off stage behaviour. But as one of my smarter senior students pointed out, she is the consummate marketer. Gimmicks aside, she did grab her audience back."
"We believe in a future where every child leaves school knowing how to code. It's not realistic to expect educators to achieve this on their own, developers and the wider community must help. The amazing thing is that many developers believe in our cause and want work with educators to make this happen- someone just needs to bring them together. That's where we step in. We provide a platform where educators can post code-related projects, request a custom project or pick from our growing base of pre-defined projects. Developers can browse projects in their local area and connect with the educators to take discussions further and bring authentic learning opportunities to the classroom.
So, we're currently looking for our founding partners to get the ball rolling. If you know anyone or would like to become a founding partner, please get in touch with us (team@codefuture.org)!"
"Tickle (Tickle Labs, Inc, free) is a free app that lets you program a wide variety of robots through a simple programming language and drag and drop visual interface, then control them from an iPad. Just some of the 'bots and systems controllable by Tickle include the Sphero robotic ball, a wide variety of flyable drones, the Arduino open-source electronic prototyping platform and Philips Hue smart home lighting. You can also program interactive stories and simple games using a library of animated characters and sounds."
"As someone who primarily taught math and science when I was a classroom teacher, I associated robots, robotics curriculum, and robot apps as things that were only used in those subjects. However, this past year my school received a robot grant that provided ten robots for us from the company Sphero. Sphero emphasizes the power of play in education and has a variety of lessons that are aligned to the Common Core and Next Generation Science Standards on their website. They also have a number of STEM challenges in the form pre-designed engineering projects designed for collaborative group work with students and are helpful for teachers using the robots in their classes.
Sphero is a robotic ball that can pair with an iPad, tablet, iPhone, or smartphone through Bluetooth, and getting started is relatively easy. Once you are ready to use Sphero, you take it off the charger stand and give it a "tap-tap" to "wake it up." When the robot wakes up, it starts to flash three different colors until it pairs with the device you are using it with via Bluetooth. Once it turns blue, then you know that it is paired and ready to go. There are at least 14 different education related apps that are available with Sphero: some of them use augmented reality technology, some of them teach the basics of coding, while others allow students to draw on a tablet to manipulate the color and movement of the robot.
During the last week of June, I did a presentation at the ISTE conference with many other educators from all over the country who also received the robot grant. What amazed me was that people who taught subjects like language arts and social studies found incredible ways to integrate robotics into their curriculum to create some really engaging lessons for their students."
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This week I've been collaborating with Year 4 students, and their inspiring classroom teacher and fellow ADE Dan Aivaliotis-Martinez (@martinezgeek). We developed some ideas for teaching and learning that connected Sphero devices with art-making practices - in a nutshell, programming a Sphero ball to move with the coloured light turned on, recording the trail, or 'light painting', photographically.
These cross-curricular lessons drew upon elements of the curriculum in science, maths, technology and the arts, as students created 'light paintings'."