Classtools is a tool for educators to make their own educational games, which can be shared via email or embedded in a web page. There are 15 easy-to-use templates, which make game creation easy. There's also a selection of premade games, which teachers may use with their students
Study Blue lets students across all ages and subjects create flashcards to help with the study process. The website will store your flashcards for later use, or for the use of others who might want a more cumulative set of study resources. Study Blue boasts the "largest and fastest growing library of online study materials," including quizzes, review sheets, and the aforementioned flashcards.
"How do these teachers find and then evaluate the games that they use?
The most common way of learning about any educational tools is from peers. While face to face networks are limited by the number of interactions with people in one's grade, school, or conferences, online professional learning networks have become invaluable."
Interesting article from the Guardian. "The effect of banning mobiles was the equivalent of an extra week's schooling over the academic year, according to the research. It also found that the ban had a greater positive impact on students with special education needs and those eligible for free school meals."
"In an attempt to uncover what works, I combed through a few hundred apps and analyzed them by asking the following questions:
How easy is this app to use for less tech-savvy students and teachers?
Is the app free? This is crucial for multi-device or BYOD classrooms.
What are other educators saying about this app?
How are an array of classrooms using this app?
How often should the app be used?
Can the app be used out of the classroom? Is it designed to be easy enough to use when teachers or classroom leaders aren't there to help?
There are, of course, many other questions to consider when trying out an iPad app (or any other smart device app) for classroom usage. However, I'd recommend taking your deliberate time and spending as much time testing, researching, and trying out as many apps as possible."
GitHub has compiled this great list comprising more than 500 free books on programming and coding. The books are organised under useful headings cover a multitude of topics.
"It is pretty much a given these days that students have mobile phones, tablets, and e-readers. Leveraging what your students already have and already know how to use is a smart idea - even if you aren't implementing a full-on BYOD classroom environment. There are many ways to have students use their mobile devices in the classroom in a format geared towards learning rather than for leisure. The infographic in this post takes a look at ten fairly general ways to use devices in the classroom. The general nature of some of the recommendations makes it a great starting point if this is a newer concept for you or for a particular group that you're working. "
"Although most homes have video games there's been a lot of resistance to them entering the classroom, but that's changing as teachers recognise their educational benefits."
"Google Classroom is finally available to all Google Apps for Education teachers and students. The venture into the world of learning management systems seems to be a pretty solid one. First impressions: It looks and feels like a Google product and so is familiar to most. It's clean and simple (which should make it easy to use) It provides a home base for everything you do in Drive"
The author then briefly explains 12 ways she would use some of the features in a classroom situation. They offer ideas worth considering.
Maker Space - It offers so much opportunity for schools to improve the education of students. This post throws up ideas, suggests things that we should be aware of, safety points, and plenty of links. It challenges the reader to think seriously about maker spaces.