The Joan Ganz Cooney Center released new research from the Games and Learning Publishing Council initiative. They conducted a series of video case studies and a national survey, Teacher Attitudes about Digital Games in the Classroom, undertaken in collaboration with and support from BrainPOP®. Each video case study shows an individual teacher who integrates digital games into his or her curriculum in exciting and innovative ways. This video features Ginger Stevens, a 6th grade special-education teacher at Quest2Learn in New York City. This video case study shows how she utilizes the intentionally game-like environment of her school to maximize learning for students with special needs.
Talks about kids interacting with each other AND digital images projected onto the floor and connected to the computer. Essentially a floor-based white board
Online Resources - On these pages, you'll find a wealth of resources and suggestions on how to effectively integrate TinkerPlots into mathematics classrooms for grades 4-8. These pages serve TinkerPlots users by providing information about the software and a place where members of the TinkerPlots community can share activities, data, student work, demonstrations, and presentations.
Curriki, the online education community, is building the first website to offer free, open-source instructional materials for K-12. We have thousands of free worksheets, lesson plans, exams, project ideas and activities for English language arts, math, science, social studies, technology integration and other subjects. All of our educational material is contributed by teachers and partners and is free and open source.
Have you seen Squidoo? I would roughly describe it as a means of mashing up information from a variety of resources into a lens (as in the eye of a giant squid