Category: Games/Simulations
Want to Code on an IPad? Here are 3 Great Apps
Coding has become the poster child for a tech-infused classroom. Over 15 million kids participated in Hour of Code this past December. So many teachers took students to Code.org’s curriculum offerings, the website crashed.
So what is ‘coding’? According to the Urban Dictionary, it’s another word for ‘programming’ which means:
The art of turning caffeine into Error Messages
Let’s go to Webster’s definition instead:
The act or job of creating computer programs
Not much better. To techies, ‘programming’ or ‘coding’ is
a series of symbols, used synonymously as text and grouped to imply or prompt the multimedia in the games and programs that happen on computers, websites, and mobile apps.
This complicated definition is why–historically–programming, IT, and Computer Science have been of interest only to the geekiest of kids. But there are good reasons why kids should like this activity. According to Computer Science Education Week:
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Website Review: ProdigyGame.com
There are a lot of online math systems to help students through one of school’s toughest subjects (if not science). Each one proclaims they have the way to teach students while having fun, in ways that are aligned with state and national standards. How do you decide what is best for your class? Here are guidelines, culled from top education sites like Edutopia, Google Education, Educational Technology, and EdWeek that are valuable when evaluating any website:
- free or small fee
- support the ‘4 C’s’–creativity, critical thinking, communication, collaboration
- offer compelling content (this is subjective; ‘compelling’ varies teacher-to-teacher and student-to-student)
- are not distracting or overwhelming in colors, music, or activity
- offer levels that become increasingly more difficult, providing differentiation for student needs
- stand the test of time–do students stay engaged even after playing it over and over
- positive parent reports
- few ads–and those that are there do not take up a significant portion of the screen
- intuitive to use with a short learning curve
- encourage independence
- easily applied to a variety of educational environments
- doesn’t collect personal information other than user credentials or data required to operate the app
- includes age-appropriate content
- fulfills intended purpose
- aligned with Blooms Taxonomy, Common Core, ISTE, or other state/national/international standards
- received awards/citations
Here’s one I think meets all these basic requirements as well as makes students want to practice their math:
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Hour of Code: Minecraft
Every week, I share a website that inspired my students. This one is perfect for Hour of Code. Make yourself a hero for an hour:
Age:
Grades 3-8 (or younger, or older)
Topic:
Problem-solving, critical thinking, building
Address:
Review:
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5 Top Ways to Integrate Technology into the New School Year
I was reading an article–Five Real Reasons Why Teachers Don’t Use Technology More–from eSchool News listing the reasons why teachers don’t use technology. Included were some that probably resonate with educators at your school–
- it keeps changing so how do you decide what to choose
- too much to do, too little time
- teachers are pulled in too many directions
- unreliable technology
- no respect for the teacher’s voice in this tech ed process
I was nodding, thinking of people the reasons fit perfectly–and then I noticed: The article was written in
1999!
That’s right–fifteen years ago and nothing’s changed.
Have you been giving the same reasons for fifteen years too, hoping the tech demons will just go away and leave you to teach in peace? Every June, do you say, I got through another year without this or that tech tool–and everything went well.
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29 Online Educational Activities Kids Will Love This Summer
What are we as parents and teachers most worried about over the summer? That kids will lose that education sharp edge. It will be dulled by sun and sand and something else.
Worry no more. Here’s your cure: learning disguised as play (inspired by the fascinating website, Playful Learning). Kids will think they’re playing games, but they’ll actually be participating in some of the leading [mostly] free simulations available in the education field. A note: some must be downloaded and a few purchased, so the link might take you to a website that provides access rather than play:
- Bridge Builder—learn how to design and test bridges
- Dimension U–games that focus on math and literacy–fee-based
- Electrocity—how does electricity contribute to the growth of communities
- iCivics—experience what it means to be part of a democracy
- Second Life—simulates just about anything if you can find it
- West Point Bridge Building Contest–build a bridge for the right price and win a contest
Economics/Money
- Admongo–explore, discover and learn about online ads while playing a game
- Coffee Shop—run a coffee shop business
- Lemonade Stand—run a lemonade stand business
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How Minecraft Teaches Reading, Writing and Problem Solving
Last month, Scientific American declared “…“not only is Minecraft immersive and creative, but it is an excellent platform for making almost any subject area more engaging.” A nod from a top science magazine to the game many parents wish their kids had never heard of. This, following Common Sense Media’s seal of approval. On the surface, it’s not so surprising. Something like 80% of five-to-eight year-olds play games and 97% of teens. Early simulations like Reader Rabbit are still used in classrooms to drill reading and math skills.
But Minecraft, a blocky retro role-playing simulation that’s more Lego than svelte hi-tech wizardry, isn’t just the game du jour. Kids would skip dinner to play it if parents allowed. Minecraft is role playing and so much more.
Let me back up a moment. Most simulation games–where players role-play life in a pretend world–aren’t so much Make Your Own Adventure as See If You Survive Ours. Players are a passenger in a hero’s journey, solving riddles, advancing through levels and unlocking prizes. That’s not Minecraft. Here, they create the world. Nothing happens without their decision–not surroundings or characters or buildings rising or holes being dug. There isn’t a right or wrong answer. There’s merely what You decide and where those decisions land You. Players have one goal: To survive. Prevail. They solve problems or cease to exist. If the teacher wants to use games to learn history, Minecraft won’t throw students into a fully fleshed simulation of the American Revolution. It’ll start with a plot of land and students will write the story, cast the characters, create the entire 1776 world. Again, think Legos.
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Websites that Teach Your Kids About Money
This post is from 2014 so has lost a few of the links. You’ll find good replacements on this list of of money and economic websites for K-8 here. It is always updated.
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Teaching about money is a balancing act–doing so responsibly. I’m always on the lookout for new sites that accomplish that difficult goal. I must confess, they’re hard to come by.
Until Isreal Defeo, new Ask a Tech Teacher contributor, came up with these six. I hadn’t heard of any of them except Planet Orange (which might be going away. I left it in hopes it would survive). Check these out. I think you’ll like them:
It’s never too early to teach your kids about the value of saving money. Some child experts say that as soon as your child can do basic math, that’s a good time to start. You’ll want to begin as early as you can to make those money-saving skills stick: The ideal situation is that it’ll become as ingrained and second nature as brushing your teeth or changing your underwear.
Here are some websites that can help make learning about money fun.
(Literally) out-of-this-world game takes kids by the hand to guide them through basic financial concepts. After signing up, kids pick out an astronaut name and password, and start their interplanetary travels. Tasks must be completed at every planet to earn money (or “Obux”) for gas.
Besides teaching kids that money is necessary for certain activities (like decorating their spaceships), it also demonstrates the concept of bartering, or exchanging goods for other goods.
ING Direct assures parents that the site is purely educational and free to join.
Gone… how sad…
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4 myths to bust about game-based learning
This is a hot topic with many of my teacher friends. Recently, I spent a wonderful hour chatting with efriend, Lindsey Hill (see her bio at the end) and found she had interesting ideas on game-based learning. I’ve been a fan of games in education since discovering Mission US (where students become actors in the American Revolution) and being schooled by students on the value of Minecraft. Lindsey shares my enthusiasm and took it a step further–facing head on the issues that are stopping teachers from using games in education. I think you’ll find her ideas fascinating:
Teachers have many hurdles to jump to begin using digital learning in their classrooms. One thing, among many, that we know about teachers is they don’t give up easily. As a veteran teacher of 14 years and current lead for reading engagement initiatives at Evanced Solutions, I’ve had numerous discussions with educators on best practices for today’s tech-savvy kids. They want to try game-based learning, but it has been stigmatized as “mindless” fun. Critics of game-based learning are unaware that the touchscreen taps, mouse clicks and joystick jiggles can help sharpen cognitive skills.
Integrating the right kinds of games in the classroom helps kids have fun while simultaneously engaging in the process. Yet, teachers are often criticized for pushing more screen time on today’s techno-obsessed children. That’s why I suggest this simple “A.P.E.” principle to help combat four common myths about the use of e-games in the classroom.
A: Authentic Integration
P: Purpose-Driven Usability
E: Engagement
Myth #1: Game-based learning does not meet Common Core State Standards and is difficult to assess.
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7 Education Trends You Don’t Want to Miss
It’s 2014–an era of increased understanding, patience, creativity…
And technology.
Really? Wasn’t that last year’s educational buzzword? Why can’t that geeky stuff leave teachers alone? Education worked fine with blackboards and chalk and desks-all-lined-up-in-a-row. Now, students sit in circles, yell out questions, stare at iPads, do state reports on something called ‘Glogster.com’. Smartscreens, 1:1 computing and iPads have turned classes upside down. What else can change?
A lot, actually. Here are six trends you don’t want to miss. Embrace them and by next year, your students will be as excited to come to class as you are:
On Demand Teaching
Not only is the teacher leaving the front of the classroom, soon, they will be appearing virtually on a screen in your home. Thanks to programs like Google Hangout, if it snows, if a student is sick or out of town or on a field trip, everyone can still participate in class. All that’s required is a Google account (like students get with Google Apps for Education) and an internet connection (at the student home, a friend’s house, or even the library). This works nicely too if the teacher is away from the classroom for faculty training. They simply tape the class, collect required resources, and students log on during class time.
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Weekend Website: Hunger Games
I’d like to welcome Michelle Mano as my guest blogger today. As a former classroom teacher who understands the importance of creasting a community of 21st century learners, Michelle is a strong advocate of technology in the classroom She has a great lesson plan and activities to share with you-all today, based on The Hunger Games:
The Hunger Games: Catching Fire opened in theaters on November 22 and has taken the world by storm, already grossing almost $600 million internationally. This adaptation of the bestselling young adult series by Suzanne Collins has captivated middle and high school students with its story of a futuristic government that rules through fear, subjecting its people to a deadly annual tournament. With equal parts adventure, suspense and romance, it’s clear why this trilogy has achieved such widespread appeal.
But what about its educational potential? Is it possible to use such a popular work of fiction in the classroom to generate excitement for learning?
Teach.com and Hunger Games Lessons have recently released “Sparking Their Interest: Engaging Students with The Hunger Games: Catching Fire“, an exciting guide that examines the role of popular culture in education and offers great ideas for incorporating The Hunger Games into your everyday lessons. Hunger Games Lessons was started by Tracee Orman, a high school English teacher who recognized the series educational value. Teach.com is an educational resource dedicated to discovering, discussing and encouraging great teaching around the world. They work closely with USC Rossier Online, a top-ranked teacher preparation program delivered online from the University of Southern California, to foster innovation and creativity in teachers. Both share a vision of empowering educators to prepare students for 21st century learning, particularly when it comes to getting young students excited about school. According to the Hunger Games guide, “keeping your curriculum relevant is the key to student motivation…when placed in the context of 21st century skills, utilizing popular movies, television and literature allows students to become technologically adept, culturally aware and motivated to learn.”