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edhitchcock_bvg

Extensions, Add Ons and Apps, Oh My! How to Utilize Google in Your Classroom | EdSurge ... - 0 views

  • Easy Bib Bibliography Creator is an add-on that creates a guide within Google docs that allows you to search for books, journals, and websites to automatically generate citations in order to properly format them in MLA, Chicago and APA for a bibliography or a work cited page. (Show this one to your students writing research papers!)
amacrae

The Third Teacher - 1 views

shared by amacrae on 19 Nov 16 - No Cached
  • 2Getting Started with the Physical EnvironmentOVERALL ...It is both an art and a science to design (as opposed to decorate) a learning environment that responds to our ultimate goal as educators – to develop independent and rigorous thought. Therefore, if we want to foster discovery and reflection, dialogue and the sharing of ideas, the overall physical environment should include:•A large gathering space for whole-group work and discussions, located near whiteboards, easels and/or projector screens.•A gathering space for small-group and whole-group discussions – where students can see clearly the representations of learning that are posted on boards or screens and hear classmates as they share ideas.•Flexible and reconfigurable space for small-group collaborative work and inquiry – space must allow for groupings of various sizes, such as pairs, triads and groups of four or more.•Desks and tables configured to facilitate discussion by allowing eye contact with peers and teacher, the unencumbered flow of traffic and enough space for students to write collaboratively.•Active areas for inquiry, investigation and wonder and quiet areas for thinking and exploring technology – all areas need to be accessible to students for communicating and documenting their own learning (e.g., computers, computer software, tablets, digital cameras and video recorders, document cameras, interactive white boards).•Instructional materials organized in such a way as to provide easy selection and access for all students – materials may include computer software, educational web sites and applications, found materials, graphic organizers, newspapers and other media, resource texts, etc.FOR MATHEMATICS ...Mathematically literate students demonstrate the capacity to “formulate, employ and interpret mathematics” (OECD, 2012, p. 4); they view themselves as mathematicians, knowing that mathematics can be used to understand important issues and to solve meaningful problems, not just in school but in life. By extension, the physical environment for mathematics learning should include: •Spaces where students can use manipulatives to solve problems and record their solutions.•Board and/or wall space to display student solutions for Math Congress and Bansho – student solutions should be easily visible from the group gathering space.•Space to post co-created reference charts such as glossary terms and past and current summaries of learning that specifically support the development of the big ideas currently under study.•Instructional materials organized in such a way as to provide easy selection and access for all students; may include mathematics manipulatives, calculators and other mathematical tools, mathematical texts, hand-held technology.FOR LITERACY ... Today’s literate learners experience “a constant stream of ideas and information” – they need strategies for interpretation and making sense and lots of practice in identifying meaning, bias and perspective (Ontario Ministry of Education, 2009, 2006). By extension, the physical environment for literacy learning should include: •Spaces where students can talk, listen, read and write.A place for wonder, mystery and discovery ...“We need to think about creating classroom environments that give children the opportunity for wonder, mystery and discovery; an environment that speaks to young children’s inherent curiosity and innate yearning for exploration is a classroom where children are passionate about learning and love school.” (Heard & McDonough, 2009)
  • maintain that the key to learning in today’s world is not just the physical space we provide for students but the social space as well (
  • A large gathering space
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  • mall-
Justin Medved

Assistive Technology - Chrome Toolbox - 0 views

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    "This collaborative space was created to celebrate the many Apps and Extensions made by developers which serve the accessibility needs of individuals with disabilities. Although Google already highlights accessibility features built into the Chrome browser or through add-ons, we have collected numerous other free tools that we feel further contribute to that mission. To this end, we have developed this searchable resource to locate tools that serve the particular challenges anyone might face while working in Chrome. On the right, you will find more information about this site, including definitions of terms and more information about the Chrome browser and assistive technology. "
garth nichols

Problem Solving with GAS - Open Source Teacher - 0 views

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    Here is a great resource for add-ons, extensions, and scripts to enhance your workflow via Chrom
Derek Doucet

The Ultimate Guide to Gamifying Your Classroom | Edudemic - 0 views

  • Gamification is the process by which teachers use video game design principals in learning environments. The effects are increased student engagement, class wide enjoyment of academic lessons, and high levels of buy-in, even from your most reluctant learners.
  • Components of Gamifying the Classroom There are several aspects of video-game design that can be incorporated into the gamified classroom. Here are several:
  • Points: In video games, users gain points as the travel through their quests. The more time they invest in the game the more points they earn
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  • Badges: Badges are public recognition of achievement, with each one designed with a specific achievement in mind.
  • Levels: As a game goes on, players progress through levels that get progressively more difficult. In the classroom, levels could be lessons, or even units of study.
  • Appointments: Thanks to the Internet, people playing a video game in the US can sign in and team up with players all over the world.
  • Bonuses: Most games have hidden, unexpected rewards. Bonuses help drive player loyalty and keep them playing day in and day out.
  • Infinite play: In many video games, players keep playing until they finish a level. They might lose points, or access to valuable items if they are attacked, but they are still able to keep playing.
  • How to Gamify Your Classroom
  • Backwards planning: Any teacher familiar with Understanding By Design has already got a leg up in gamification.
  • Use what’s available: Classcraft is a free, online educational role-playing game that teachers can personalize for their lessons.
  • Gamify one aspect: Rather than attempting to create an entire game with quests and hidden bonuses, start small.
  • Establish a marketplace: Allow students to buy, sell, swap, trade with each other and with you. Maybe students can swap a badge for an open-book test, or use points to purchase a homework-free night.
  • Allow leveling up: If a student has mastered the material in a lesson, offer fun and engaging extension wor
  • Just dive in: It can be difficult to know when your gamified classroom plan is ready for students, but the best advice is to just try it out.
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    A great intro to gamifying your classroom.
garth nichols

An Edtech Bill of Rights | EdSurge News - 0 views

  • Edtech Priorities for Educators: No Shiny Toys! In addition to the above issues, educators clearly stated that the purpose of edtech should never be to replace a teacher. Instead, edtech products should: Relieve administrative burdens; Increase the efficacy of teachers; Deepen the relation among students and teachers; Embed assessment directly into daily learning experience; Amplify the reach of effective teachers; Empower students to become creators; And ultimately, keep the humanity in education and create more equality of opportunities.
  • Here’s a combined list from all 18 groups: The best interests of students must always be first and foremost. Tools should fill a REAL need for teaching/learning (not solutions in search of a problem). Ask teachers and talk to administrators at every stage of the design process. Have open, balanced conversations among all stakeholders. The introduction of edtech should include ongoing targeted meaningful staff development that is preferably teacher led. Student data must be secure: edtech companies should be open and clear about their use of data and information. Education technology should continually be tested in classrooms. The larger community should be included in the selection and implementation of edtech. If solutions claim to be research-based, they need to be truly research based. We need to know more about what works based on real data. Access should be reasonable and appropriate for all stakeholders. Compensate teachers who are product developers for their works. Similarly, compensate educators for providing extensive feedback and help with product development. Structure the ways teachers can provide feedback and interact with new tools as forms for professional development. Research should include recommendations that address the socio-emotional implications of using technology products. Districts should provide thought leadership on their theory of learning to help drive appropriate product development that aligns with district priorities.
  • Everything should revolve around the learner.
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    Here is a great EdTech Bill of Rights
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