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Game-Based Learning Resources - TeachersFirst
Grades
K to 12In the Classroom
Share these tools on your class website or blog for students to use both in and out of the classroom. Use these tools to differentiate and reach all students at the various levels. Challenge your students to create their own games for review of content or acceleration options.You must be registered and logged in to add items to your favorites.
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Ruff Ruffman - Humble Media Genius - PBS Kids
Grades
1 to 6In the Classroom
Introduce Ruff Ruffman with a projector or interactive whiteboard, showing students all of the different questions Ruff will answer. Then either view the video shorts and quizzes as a class, or allow students to view the video shorts and take the interactive quizzes at a computer center. As a substitute for paper and pencil, have students use a video response tool like Flock, reviewed here to reflect on their learning and share tips for their peers. To extend student learning, require students to view their peer's reflections and make thoughtful comments. Share the link to your Flock topic on your class website and newsletter.Add your comments below (available only to members) | Become a Member
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ThemeSpark - David Hunter
Grades
K to 12In the Classroom
Use ThemeSpark for all of your lesson planning. Copy and paste current lesson plans to Theme Spark to match to standards. Collaborate with peers to create and develop standards-based lessons for your entire curriculum. This is perfect for when you need to have a sub, and for those teachers who must have a week of lesson plans on their desk for an administrator.Add your comments below (available only to members) | Become a Member
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Just Flip A Coin - My Tech Tailor
Grades
K to 12In the Classroom
Although this site is extremely simple, you will find many classroom uses. Be sure to bookmark it for later use. Use Just Flip A Coin on your interactive whiteboard (or projector) to choose leaders of teams, decide between options for classroom games or activities, or decide between two book choices. Have students use an actual coin to flip and compare results with Just Flip A Coin for a math probability lesson.Add your comments below (available only to members) | Become a Member
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Thunks - Get Thunking - Ian Gilbert
Grades
4 to 12This site includes advertising.
In the Classroom
Display a Thunk on your interactive whiteboard (or projector) as a discussion/debate starter. Have students choose a response and defend their answer. Allow students to discuss their answer throughout the week and survey responses again. Have students create their own Thunks to be discussed in class. Create a bulletin board and allow students to post comments and reactions to the question posed. Use a Thunk as a journal writing prompt. Make this page available for students who are "stuck" thinking of something to write about.Add your comments below (available only to members) | Become a Member
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Tales from the Electronic Frontier
Grades
1 to 12Add your comments below (available only to members) | Become a Member
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The Guide to Pinterest for Educators - USC Rossier/Leah Anne Levy
Grades
K to 12In the Classroom
Use this resource to understand how to use Pinterest for your personal and professional use and also for student collaboration. Share ideas with other staff members to collaborate on shared interests. Discuss one section a month with your professional learning network (PLN) and reflect together how to make the most of Pinterest in your educational setting.Add your comments below (available only to members) | Become a Member
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Whimsical Mind Maps - Whimsical
Grades
4 to 12In the Classroom
Assign students to "map" out a chapter or story. Assign groups to create study guides using this tool. Use this tool for literature activities, research projects, social studies, or science topics. Use this to create family trees or food pyramids in family and consumer science. Have students collaborate (online) to create group mind maps or review charts before tests on a given subject. Have students organize any concepts you study. They can color-code concepts to show what they understand, wonder, and question. Have students map out a story, plotline, or plan for the future. Students can also map out a step-by-step process (such as a life cycle or how to solve an equation). Use the wireframe option to create interesting images mimicking screen displays found on computers, phones, and mobile devices. Enhance and extend student learning by asking students to include their "map" as part of a final presentation created using a multimedia presentation tool like Wakelet, reviewed here, or as part of a digital book created using Book Creator, reviewed here.Add your comments below (available only to members) | Become a Member
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QR Treasure Hunt Generator - Classtools.net
Grades
4 to 12Note: QR code readers exist for every type of phone and are easily found on the Internet. For computers, add-ons exist for Firefox and Chrome as well as a desktop application from Adobe.
In the Classroom
Use to make any class content into a treasure hunt for knowledge. Keep students engaged by creating learning centers that have a question requiring an answer and perhaps another activity at the center before going on to the next. Have students learn and answer questions about mystery objects, art prints, or books/authors with accompanying QR codes. Identify trees by creating a QR code with a question about the tree and perhaps another link taking them to specific information. Create a scavenger hunt around the school asking questions about activities in the school or certain student projects found in showcases. (The first QR code could be printed in the school newsletter.) Create a treasure hunt with books in the library to test library search skills or to find a specific book and answer questions from the index, table of contents, etc. Use QR codes on objects in Geometry to ask questions about the shapes or solve a problem based on a physical object. Any subject area and content could find a use for this Treasure Hunt Generator. Challenge students to create their own QR treasure hunts as a way to "present" research projects. Use in social studies for the entire class to create a QR code hunt around your community to bring local history to life for all residents.Add your comments below (available only to members) | Become a Member
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Whole Number Cruncher - Shodor
Grades
3 to 8In the Classroom
Introduce the activity on your interactive whiteboard or projector, then provide students with the exploration questions to complete on their own or with a partner. Provide a link on your classroom website or blog for practice at home. Make a shortcut to this site on classroom computers and use it as a center. Have students create their own function machines to be solved by classmates.Add your comments below (available only to members) | Become a Member
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Ultimate Speed Math - MrNussbaum.com
Grades
1 to 6This site includes advertising.
In the Classroom
Individualize the game for students to practice skills needed. For example, if a student is having trouble with multiples of 7 choose to practice those facts only while decreasing the time allowed for completion. Create a link on your classroom computers to use as a center for fact practice. Provide this link on your classroom website or blog for use at home.Add your comments below (available only to members) | Become a Member
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Magic Gopher - Solitaire Paradise
Grades
4 to 12In the Classroom
How does Magic Gopher guess correctly every time? Encourage students to discover the "trick" to his success. If you aren't sure, find the solution here. Take this math trick a bit further, will it work with 3-digit numbers? Challenge cooperative learning groups to create video explanations of the math behind Magic Gopher. If you are less experienced with technology use with your students, try a tool such as Powtoon, reviewed here. Those who are more experienced might try moovly, reviewed here, and share them on a site such as TeacherTube, reviewed here.Add your comments below (available only to members) | Become a Member
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The Fun Theory - Volkswagen & Goodvertising
Grades
K to 12This site includes advertising.
In the Classroom
Are you looking to make learning fun? The Fun Theory collection of videos is a great collection of experiments to teach your class the Scientific Method. Use the videos to identify each step of the process. Share the videos on your interactive whiteboard or projector. Challenge your students to brainstorm their own Fun Theory ideas for school, home, or your community. In art or music class, brainstorm ways that you can use FUN methods to learn techniques. Use bubbl.us, reviewed here to organize your ideas. Host your own Fun Theory competition, and invite community and school board members to vote on their favorite experiment. Spice up your traditional science fair project with a fun and engaging fun theory experiment. Use Animoto, reviewed here or another presentation tool to show your Fun Theory experiment and results. Challenge your colleagues to create their own Fun Theory experiment to better the school environment for your students or staff. For Earth Day, make it a class project to design a Fun Theory way to change human behavior to promote greener practices. Explore these ideas in a psychology class about motivation or as part of a study skills unit so students find ways to motivate themselves for better work habits!Add your comments below (available only to members) | Become a Member
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Google Jamboard - Google
Grades
K to 12In the Classroom
Use Jamboard on your interactive whiteboard (or with a projector) to share and highlight information for students. When finished, save and share as images for students to access in Google Classroom or on your class website. Enable the collaboration options for students to use when planning projects or as a tool for recording and sharing information. For example, ask groups working together on a science experiment to use this tool to share images and annotations throughout the experiment. Save Jamboard slides as images in digital portfolios. Seesaw, reviewed here, and Pathbrite, reviewed here, provide free online portfolio features for students at all age levels.Add your comments below (available only to members) | Become a Member
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Primary Math Lessons - Teaching Ideas, LTD.
Grades
1 to 3This site includes advertising.
In the Classroom
A variety of math games and resources to incorporate into your classroom teaching.Add your comments below (available only to members) | Become a Member
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Peg & Cat - PBS Kids
Grades
K to 4In the Classroom
Use this site as a learning station or center. Be sure to include a link on your class web page for use at home. Ask a volunteer to come into your classroom to help students make crafts or fix a recipe from the site. Film your students discussing math concepts and share them using a tool such as SchoolTube, reviewed here.Add your comments below (available only to members) | Become a Member
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Adobe Express for Education - Adobe
Grades
K to 12In the Classroom
Use Adobe Express for Education to create posters, flyers, or instagrams stories for student presentations for any subject. Enhance student learning by asking students to create infographics explaining facts and information about states, countries, planets, and more. Have students create interactive posters, book report covers, invitations, and flyers to promote school events. Express for Education offers many possibilities for graphics, redefining student technoolgy use, and extending student learning by having students create multimedia presentations in all classrooms.Add your comments below (available only to members) | Become a Member
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OK2Ask: Increase Student Achievement and Engagement in Your Classroom with Simulations - TeachersFirst
Grades
1 to 12The authentic nature...more
The authentic nature of simulations can be highly motivating for even your hardest to reach students. When used properly, instructional simulations can empower student learning, helping students to set goals, seek feedback, and demonstrate what they have learned. Learn to choose simulations that model the relationships between concepts studied. In this session, we will discuss how to best use simulations in the classroom to increase student achievement, allow students to reflect on what they have learned, and transfer their knowledge to new problems and situations. As a result of this session, teachers will: 1. Understand the value of using simulations in the classroom; 2. Explore instructional simulations; and 3. Plan for the use of simulations in the instructional setting. This session is appropriate for teachers at all technology levels.
In the Classroom
The archive of this teacher-friendly, hands-on webinar will empower and inspire you to use learning technology in the classroom and for professional productivity. As appropriate, specific classroom examples and ideas have been shared. View the session with a few of your teaching colleagues to find and share new ideas. Find additional information and links to tools at the session resource page. Learn more about OK2Ask and upcoming sessions here.Add your comments below (available only to members) | Become a Member
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MIT Full STEAM Ahead - MIT
Grades
3 to 12In the Classroom
As students participate in the activities and lessons shared on this site, utilize the many features of Google Documents or Microsoft Word to gather information, and collaborate with peers. Use spreadsheet tools to record findings and create graphs to evaluate the results of experiments. Engage students in the learning process by adding questions and comments to the videos in the learning packages using edpuzzle, reviewed here. Ask students to use Sway, reviewed here, to share the products of their learning activities. Add text, images, videos, and more to create multimedia presentations. Use the learning packages to find activities and resources to incorporate into your current learning units. Be sure to check out the interactives (games) that focus on problem-solving and collaboration skills.Add your comments below (available only to members) | Become a Member
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Kodable - Surfscore, Inc
Grades
K to 4This site includes advertising.
In the Classroom
Use this tool to learn basic coding skills. Students will quickly catch on to this program when allowed to experiment while viewing their results. Kodable is great for differentiating for students with different abilities and learning styles. Set Kodable up as a learning center and have students work in pairs to complete the challenges.Add your comments below (available only to members) | Become a Member
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