In my high school teacher forums, as part of the discussion on preparing kids for college and career, we talk a lot about the huge shortfall in applicants for a growing list of tech jobs. Despite robust pay, excellent work conditions, and the value they place on creativity, jobs sit open. How do we get kids excited about careers that traditionally sound boring and math-oriented? Websites like Code.org have a great approach to making coding accessible to all kids but still, too few students think they are smart enough to do these jobs.
Time to reveal a secret I learned over the years. When I let students play Minecraft, Scratch, or a handful of other top-notch games, they eagerly — even happily — complete the programming and coding parts without ever considering it “math” or “smart”. I’ve seen them spend hours building a virtual world exactly the way they want it without getting bored or distracted.
By High School, the choice between college and career is foremost with life-changing consequences based on what the student decides. Often the choice depends upon the student’s goals. This topic could fill volumes but today, I want to focus on the job of building apps. App Developer is listed as number three on ThinkAdvisor’s list of the best jobs of the future, with a projected growth of 57% through 2020 (according to the BLS). There aren’t a lot of jobs where people can make money doing what they love.
Aside from future jobs, there are great reasons why even kids who want to become doctors or lawyers (or farmers) would benefit from learning the lesson of app building:
- Apps teach real-world skills like design, marketing, video production, project management, presentation skills, and special media use.
- The app building process requires creativity, innovation, critical thinking, and problem-solving — all fundamental to success in lots of jobs.
- Good app developers are collaborators, willing to work with others to ensure the app is accomplished on time and according to specs.
- Good app developers are decision makers, not afraid to be risk-takers in building something no one has done before.
As I dug into the background of “app building” to prepare this article, I found that it doesn’t just refer to the little buttons you click to see about today’s weather or add numbers or find your friends (well, find their phones). App developers are the first ones who try out the latest trendy devices. Wouldn’t you love to experiment with 5G on your smartphone or play with Samsung’s foldable phone? Or how about wearable devices like the embedded chips intended to replace employee cards? An app developer used all of these before they ever went on sale. App developers can work for software companies, retailers, in healthcare, in the travel industry, for the entertainment industry, or in financial services. CNN Money has called “app developer” the best job in America.
Once you’ve explained to students what it really means to be on the cutting edge of the high-tech world, let them try one (or more) of these six great app creation tools:
- App Inventor (from MIT)
- Code HS (an app building curriculum)
- Glide (how to create apps from spreadsheets)
- MAD-learn (a beginning to end app development program for K-12)
- Thunkable (a curriculum)
- TinyTap (geared for teachers but fine for the right student group)
Technology is a natural education fit in everything from math to Spanish to literacy. The one corner of K-12 learning that is not so obvious is PE — Physical Education. In that class, we think of physical stuff — not digital — like running and exercising.
But kids love technology’s apps and software. Is there a way to use these to encourage physical fitness? After all, the tie-in between physical conditioning and learning is well-accepted. Here’s what the NY Times reports:
Better fitness proved to be linked to significantly higher achievement scores — a 2013 study reported in PubMed.org.
But, how can teachers use the technology students love to encourage physical education? Here are my favorite websites and apps:
This is a stunningly visual app that takes students right into the human body via virtual reality. Viewers travel down the gastrointestinal tract, the small intestine, the circulatory system, and three other systems. With 360-degree navigation, it is fully interactive, including even tags for important parts. Students can stop and observe while exploring the hotspots. Watch this video—you really won’t believe it.
Summer has a reputation for being nonstop relaxation, never-ending play, and a time when students stay as far from “learning” as they can get. For educators, those long empty weeks result in a phenomenon known as “Summer Slide” — where students start the next academic year behind where they ended the last.
“…on average, students’ achievement scores declined over summer vacation by one month’s worth of school-year learning…” (Brookings)
This doesn’t have to happen. Think about what students don’t like about school. Often, it revolves around repetitive schedules, assigned grades, and/or being forced to take subjects they don’t enjoy. In summer, we can meet students where they want to learn with topics they like by offering a menu of ungraded activities that are self-paced, exciting, energizing, and nothing like school learning. We talk about life-long learners (see my article on life-long learners). This summer, model it by offering educational activities students will choose over watching TV, playing video games, or whatever else they fall into when there’s nothing to do.
Here are favorites that my students love:
We live in a digital era where the kids are in contact in all sorts of technological solutions that help them learn, connect, and have fun. Furthermore, recent tech advancements are facilitating the inclusion of kids with different sorts of disabilities, allowing them to attend regular classes without any trouble.
Nowadays, Artificial Intelligence is becoming more and more accepted in classrooms all over the world. The benefits of technology usage in schools are vast, including everything from grading tests to analyzing weak spots in courses, providing improvement suggestions. The use of AI in writing and education is also displayed through overwhelming employment of various forms of writing checkers powered by AI. One of these writing assistants is Robot Don, an AI-driven software which we are going to discuss in this article.
What does Robot Don bring to the table?
Writing essays on any given topic includes more than just performing deep research and understanding the issue at hand. It’s about practicing the ability to articulate your knowledge in a manner that is easy to understand and follow. In order to accomplish these goals, proper writing skills are a necessity. This includes impeccable spelling, punctuation, wording, and an extensive vocabulary. According to research, most common undergraduate writing errors include faulty sentence structure, misplaced words, poor punctuation, and pretty slim vocabulary.
I subscribe to lots of technology-in-education forums (here’s a list of my trusted education advisors) and attend as many webinars as I can. In this way, I push outside of my bubble, away from my comfort zone, and along the way, discover some pretty amazing tools that I can’t wait to use in my classes.
Here are three that I found just since school opened. I’d love to know your thoughts on these:
- Scholastic W.O.R.D.
- Mission US
Scholastic’s W.O.R.D. (Words Open Reading Doors) is an independent K-5 learning resource that is committed to the principle that all kids should understand the words they use, how to use them to express themselves, and that doing so powers their lives. With this web-based program, kids learn to understand the high-utility word families that make up 90% of all texts. Since the number of words in the English language is far more for anyone except a bibliophile would be interested in, W.O.R.D. gathers them into manageable learning groups. Using a game-based format, students receive repeated exposure to high-utility words in multiple contexts and authentic ways that seem natural and age-appropriate. Learning objectives include homonyms, synonyms, expressions and phrases, picturable words, tenses, affixes, compound words, analogies, idioms, derivatives, and more — all broken down by grade level. They are introduced via themes to spark interest and keep students engaged. These include All About Me, What is a Hero, Blast from the Past, and more.
In W.O.R.D. (which by the way, is fee-based), students start with a placement test to determine their comprehension level and be sure they are challenged by assignments without being frustrated. They are introduced to words in their “zone of proximal development”. Teachers can monitor progress on the teacher dashboard, broken down by class and student. Robust reports are available to identify opportunities for enrichment, deeper dives, or additional support while providing feedback on which word skills students have begun and completed.
W.O.R.D. is pushed out to students in flexible twenty-minute sessions at a recommended pace of two-three per week. Lessons fit into most existing literacy programs. This is perfect for either a focused lesson plan or for students to play independently as part of a literacy center.
During the last month, Ask a Tech Teacher readers voted on which tech tools had the greatest impact on their teaching. For this Best in Category award, we asked them to look for the ones that made them say Wow and rush to share with colleagues everywhere.
Then we looked for the following qualities:
- how dependable is it
- how versatile is it for time-strapped teachers
- does it differentiate for the varied needs of students and teacher
- do educators like it (fairly subjective, but there you have it)
- how did it work when exposed to your students
- was it easy to use and intuitive to learn
- did it fulfill promises and expectations
- has it become a beloved tool in your classes or a failed experiment
Here are the 2018 Best-in-Category and Honorable Mentions for the following Categories: (more…)
Education used to focus on the 3 R’s — reading, writing, and ‘rithmetic. Without a doubt, those remain critical subjects but these days, they are just the beginning. What about history (because those who don’t understand history are forced to repeat it) and civics (so we understand how government works)? And the STEAM subjects — science, technology, engineering, arts, and math? No wonder it takes eight hours a day — and more — to learn what is required to thrive in the 21st-century world.
I need to add another topic to this list, one that is used daily and misunderstood just as often, one that intimidates some and confuses many, one where an introduction feels like drinking from a fire hose. If you haven’t guessed it yet, it’s the Internet. Let’s be honest: The Internet is a monster. You felt that way — probably called it worse — the last time you were hacked. Having your personal information stolen feels like your life swirling down the drain. In your lifetime, you will spend more time on the Internet than sleeping. It doesn’t care about your career, your favorite subject, or life goal. If we are defined by the choices we make, the Internet provides the biggest chance for an oops with the most devastating consequences.
Teenagers spend average nine hours a day on the Internet. It seems irresponsible to adopt the SODTI attitude — Some Other Dude Teaches It.
That’s the bad news: Internet safety must be taught and if not by you, by whom? The good news is, teaching about the Internet is easily blended into almost any subject, any topic. Let’s start with the biggest Internet topics most schools want to cover and I’ll show you how to do that.
For a decade, when I thought of desktop publishing, I turned to Microsoft Publisher. I loved its flexibility, adaptability, and ease of use both for classroom projects and home. But then I moved on to other alternatives, like Lucid Press that were more flexible and affordable for educational purposes.
Really, I didn’t see a lot of other alternatives until Sara Stringer, from the Ask a Tech Teacher, came up with this great article about desktop publishing options. Some of these–like Word–have changed so much over the years that they are now a provide reasonable alternatives to laying out an attractive professional design in a program everyone is familiar with:
Technology advanced drastically in the past few years, allowing people to create different products with the aid of a computer. One of the most popular products that were drastically improved by the presence of technology is printed materials, which were commercially printed from a single file that was created using desktop publishing software. Printing digital files can be performed in a short period of time, with the finished product being bound with the help of a strong type of glue or screw posts, which securely holds the pages together.
With the prevalence of digital computers, tablets, and smartphones nowadays, people could easily create their own digital files with the help of software programs. Publishers would have total control of the things that they wanted to do, and their ideas could produce high-end digital published materials such as brochures, menus, books, and magazines, among others. It is important to find out the best software program that will be used by a desktop publisher. Because there are many available software programs in the market today, the preference among publishers varies. The following software programs are the most common desktop publishing tools used by amateurs and professionals:
Now that you’ve engaged your students with awesome Hour of Code fun, I’m thrilled to introduce the incredible Root Robotics for going far beyond the hour! Root’s a versatile, engaging robotics and coding program that grows with students from pre-K up through grade 12. Root comes to us from our friends at Sunburst Digital – who provide engaging STEAM and SafeSchools programs for schools.
This holiday season, you can enter to win a $100 credit applied to a purchase of Root or ANY OTHER STEAM solution from Sunburst here! Sunburst wants to hear about the innovative ways you’ve engaged your students with Hour of Code – share a few lines about your activities, and you’ll be entered to win! Learn more and fill out your entry form here.
Created by learning and robotics experts at Harvard University, Root is a hexagonal-shaped robot that climbs whiteboards and traverses tables. Learners can program Root to move, turn, draw, erase, scan colors, play music, light up, sense touches, feel bumps, detect magnetic surfaces, perceive light, and respond to sensors in a phone or tablet.
Root’s design enables whole class instruction and project-based learning in groups. In addition to exciting, easy-to-implement lessons that teachers can deliver on the classroom whiteboard, each Root comes with a foldable whiteboard mat, perfect for groups to use anywhere.
Augmented Reality (AR) and Virtual Reality (VR) are buzzwords that every educator wants to know more about. They are two distinct functions. Kathy Schrock, columnist for Discovery Education explains:
Augmented reality layers computer-generated enhancements on top of an existing reality to make it more meaningful through the ability to interact with it.
Virtual reality is a computer-generated simulation of real life… It immerses users by making them feel they are experiencing the simulated reality firsthand.
The differences are actually pretty simple. Virtual means experiencing a world that doesn’t exist. Augmented means adding something virtual to the physical world.
The AR that most people are familiar with is Pokemon Go. This app was wildly popular because of the seamless integration of real and fantasy. Moving this sort of AR to education gamifies learning in ways that challenge creativity, critical thinking, and problem solving.
One tool that stands out in the creation and use of AR for Education is Metaverse.
What is Metaverse?
Metaverse has become one of the most popular AR apps in schools. It is a forever-free platform with no in-app purchases, no premium offerings, and no limits on what you can use on a zero budget. It blends a website for the creation of AR experiences with an app for their display, nimbly allowing users to create, share, and interact with their AR ‘experiences’ (or projects). It’s easy to use and requires no coding. Users can access a wide variety of AR games, lesson plans, and other experiences created by others and shared in the Metaverse ecosystem via the free app (reminder: Always preview these to be sure they fit your student group). For those looking for greater personalization, they can create their own on the website.