Showing posts with label apps for parents. Show all posts
Showing posts with label apps for parents. Show all posts

Tuesday, 15 April 2014

Homework Helping Websites For Students

The web is teeming with good places where your students and kids can get help with their homework. Sometimes it does take a lot of time to find such good resources, however, to save you time and to provide you with some excellent platforms to start with when recommending homework help websites, I compiled the list below featuring a variety of web resources for this purpose:











BrainPOP creates animated, curricular content that engages students, supports educators, and bolsters achievement.All lessons starts with a video introduction and cover various topics. BrainPOP includes games, quizzes, and activity sections for science, health, social studies, math, and writing.




Shmoop provides a wide variety of study materials to kids and teens to help them learn about different subject areas including literature, Math, science and many more.





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Wednesday, 9 April 2014

It’s Important To Take Risks While Learning

It’s Important To Take Risks While Learning

By  on April 8, 2014

Sometimes the process of learning something in order to be able to do it seems daunting. You know you want to get from point A to point B so that you can do C, but you really just want to be able to do C without a long wait. As teachers, you want your students to get there quickly and efficiently, too. While patience is a virtue, sometimes patience will get you nowhere fast. 
The handy infographic below looks at the idea of how to learn fast. It uses the idea of travel time to support the concept of learning by doing – arguably one of the quickest methods of learning something. Instead of taking the time to stop at every learning opportunity, do background research, and file yourself through all of the traditional methods, sometimes just jumping in will help you learn faster. How can you apply these concepts in your classroom or in your own professional development? Get involved in the conversation by leaving a note in the comments!

How Fast Can You Learn?

  • The graphic below compares the speed of learning to speed of travel from San Francisco, CA to London, UK.
  • Learning by reading: 3mph – Chances of getting there: low
  • Learning through school: 15mph - Chances of getting there: low
  • Learning with a mentor:  65mph - Chances of getting there: 50/50
  • Learning by doing: 500mph - Chances of getting there: high
  • Learning by taking big risks: 10,000mph  - Chances of getting there: high
how-to-learn-fast


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Monday, 7 April 2014

Professional Development Tips For Schools Going

Professional Development Tips For Schools Going





iPad-students
As our 1:1 initiative moves forward, I see that there are three kinds of teachers that are part of the process:

1. The teachers who are ready for change (!!)
2. The teachers who are willing to change
3. The teachers who just want to get by

I wish someone would have told me about this! But, I’m glad I had the chance to be a teacher before becoming an Instructional Technologist. That background has led me to approach the teachers as students first & teachers second. I pondered and pondered how 1:1 should be implemented (after I had also read some literature on it). I came up with the idea that because I target three different groups of teachers, my sessions need to be differentiated to meet their needs.
So, here are my recommendations for implementing 1:1 from a professional developmentstandpoint:

1. Create a self-paced online course

Make sure that it utilizes the LMS that will become the avenue of classroom instruction. This will help the teachers learn on their own pace because we all know they are busy people! Editor’s Note: Here are some options for online courses that might help: GEDB CoursesUdemyIntel Teach Elements, and PBS TeacherLine

2. Create one-on-one sessions

This is where teachers can get their concerns out (their voice matters), have more of a hands on approach to the products being implemented differentiated at different levels (beginners, intermediate, and advanced).

3. Create whole group sessions

These will be to target teachers at the beginner, intermediate & advanced levels. This will also give them a chance to share ideas on classroom instructional methods that can be used!
From the Instructional Technologist point of view, this approach is a lot of work, but the benefits outweigh the (effort) cost. All three groups are taken care of and will be ready when the time comes. In addition, our 1:1 is focused around Chromebooks & Schoology; therefore, the professional development revolves around learning the ecosystems of both products and instructional methods. Remember, without supporting the teachers, our efforts to go 1:1 can quickly fail.


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Monday, 3 March 2014

Start Using Augmented Reality In The Classroom

Start Using Augmented Reality In The Classroom

By Beth Holland

Augmented Reality (AR) allows teachers and students to extend the physical world with a virtual overlay. Whether you have iPad, Android, or a smartphone, scanning a trigger in the physical world with an AR app allows a new layer of information to appear. This information could be a link to a web site, a video, an audio recording, or even a 3D model.

Image Credit: Diane Horvath (@techmonstah)
Image Credit: Diane Horvath (@techmonstah)

The two most popular tools for creating Augmented Reality, Layar and Aurasma, work with both iOS and Android devices. Using either of these tools, you and your students can create Augmented Reality experiences to extend and enhance the learning context, but how do you know where to begin? Each tool has a few technical differences which the table below explains.
Viewing AR contentFree iOS/Android AppFree iOS/Android App
User AccountsScan triggers without logging in and create auras on mobile devices without an account. However, you do need an account to create from the onlineAurasma Studio.While it’s possible to scan triggers without a login, you do need an account to create new experiences from the web-basedLayar Creator.
Creating AR contentCreate from within the app or online via Aurasma Studio.Use the web-based Layar Creator.
Types of AR contentOnce a trigger image has been scanned by a device, the Aura (Aurasma’s term) could be an image or video, as well as an interactive “click-through” – make a phone call, add an event to calendars, send a text message, compose an email, etc.Once a trigger image has been scanned, you can include a number of items to tap: YouTube videos, Flickr images, web links, other images, 3D models, audio recordings, etc.
Considerations…Auras created on a device can be viewed only on that device. However, to view auras from any device they must be created viaAurasma Studio and shared through channels. It is also important to note that the Aurasma Studio login and the app login do not sync. This means that there are planning considerations for disseminating access to content with students.As soon as the AR content is made public from the Layar Creator web site, then anyone can experience it if they scan the trigger image with their mobile device.
AR ExperienceWhen trigger images are scanned, the auras immediately start playing/appear over top of the trigger.When images are scanned, virtual touch points appear but have to be tapped in order to play or do anything.

Augmented Reality in the Classroom

“Augmented reality is ability to bring the digital world into our physical world. Digital content overlaid onto physical objects gives us the ability to bring learning content into the classroom like never before. When learning about the Solar System, you can have students read an article, look at pictures, or watch a video, but with augmented reality you can put the entire Solar System on their desk in 3D to interact with. That is powerful!” – Drew Minock (@TechMinock), Co-Author of Two Guys and Some iPads
Recently, sixth grade students at Blake Middle School in Medfield, MA leveraged augmented reality to extend the potential of paper posters. Collaborating with their peers, they created an interactive mission to space. Extending their learning experience well beyond the walls of the classroom.

Though augmented reality is still fairly new in the classroom, there are some excellent resources created by educators from around the world.

Choose either Aurasma or Layar to get started and begin to imagine the possibilities when you extend the physical into the digital world.

Beth Holland will be teaching about Augmented Reality in a number of sessions as part of the EdTechTeacher Summer Workshop Series. She will also be talking about the impact of Augmented Reality on future learning at the Learning Futures Summit in July.
Post Source: http://www.edudemic.com/augmented-reality-in-the-classroom/


sharad@mschools.co.in


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Tuesday, 25 February 2014

Apps in Education

How To Use Apps In Education

By Nikolaos Chatzopoulos


app smashing
If you are a teacher that uses an iPad, chances are that you are familiar with the following scenario. You found this amazing app that can really help your struggling students. The potential of this app is great, as it appears that this particular app can tap your students’ creativity and allow them to thrive in ways that were unthinkable until now. The problem is that this app can only accomplish a small number of things, which prevents the students from completing a multidimensional project. So what do you do now?
Due to the unfortunate fact that there isn’t a “silver bullet app” yet- an app that can accomplish many, very different tasks- we have to rely on teachers’ and students’ creativity in order to accomplish multi-step tasks using the iPad. Thankfully, app smashing, – the process of using many different apps in conjunction with one another to accomplish a task- as Greg Kulowiec ofEdTechTeacher defines it, comes to fill the void and opens the door for endless opportunities for teachers and students to unleash their creativity and use the power of the iPad to create some extraordinary products.

What is App Smashing?

The basic premise behind app smashing, sometimes referred to as “app synergy”, is to find a number of key apps that “play well” with other apps and can communicate information across platforms. Some of the native iPad apps have this capacity. Also, Explain Everything, arguably one the most comprehensive, Swiss-Army type apps ever created, is ideal for such tasks. However, the app that is the most powerful and is used in almost every app smashing activity is Apple’s Camera App. It allows the user to store pictures, video, and sound files, which can be accessed later by other apps, which is what makes app smashing possible.
In a typical app smashing activity a student can use an app to create a product such as a word cloud, a picture collage, a map, or a slide show presentation. Then the student can save his/her creation on the Camera App, even if the product in this stage is not a picture (just click the Home and the Sleep/Wake buttons simultaneously and your idevice will take a screen shot). From there, the student can choose to open those pictures in other apps that build additional layers of creativity. For instance apps such as Explain Everything, ThingLink, 30Hands, Haiku Deck, or Book Creator, can be used in that stage of the project for further annotation, feedback, analysis, or evaluation. Finally, the student might choose to import one, or multiple projects, in iMovie and create a final product that truly redefines his/her learning experience. The last step should also include publishing the final product in appropriate and accessible ways.

App Smashing’s Target Audience

Although my personal work has been directed towards the elementary school audience – for those with limited iPad experience in the classroom, as well as for those who are proficient users of the iPad – I found that students and teachers of all grade levels find the concept of app smashing exhilarating. Our middle school students for instance, have used app smashing to create social studies reports, and some of our fifth graders have used app smashing to illustrate their high order thinking in multifaceted ways. My fourth grade students have used app smashing to create augmented reality projects as well as their own science iBooks. They loved every second of the process and were very proud of the, admittedly, high quality products.

Some Final Thoughts

App smashing projects have the ability to enable student collaboration to produce creative and innovative answers to problems. In addition, due to the fact that app smashing encourages creativity and innovation, it appears that every app smashing activity is aligned to several Language Arts and Math Common Core Standards across grade levels. It is truly amazing to watch students unleash their innate creativity by building extraordinary technology projects using the iPad. Undoubtedly, app smashing creates unique opportunities for teachers and students to explore and discover the true power of the iPad.
Post Source: http://www.edudemic.com/app-smashing-education/


sharad@mschools.co.in


                    SKYPE: linkites, saket.dandotia, sharad.gour, sonal.khandelwal8