Download PDF Creating the Early Literacy Classroom: Activities for Using Technology to Empower Elementary Students

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See our cookie policy. All students need digital citizenship skills to participate fully in their communities and make smart choices online and in life. Our award-winning K—12 Digital Citizenship Curriculum:. Designed and developed in partnership with Project Zero at the Harvard Graduate School of Education -- and guided by research with thousands of educators -- each digital citizenship lesson takes on real challenges and digital dilemmas that students face today, giving them the skills they need to succeed as digital learners, leaders, and citizens tomorrow.

Read about the research behind our curriculum. We use your resources every day.

Turn your classroom into a community

Thank you! Accept cookies. Buncee can be used to develop future-ready skills in students of all abilities. Students from as young as six and seven years old are using Buncee to create multimedia presentations which demonstrate learning acquisition, critical thinking and creativity, while also communicating stories. Teachers integrate Buncee as a tool for individualized, differentiated instruction, language learning and special education, as well as lessons and projects for any subject.

It is used as a classroom presentation tool for reviewing and introducing content aligned with curriculum standards. Additionally, Buncee is integrated into modes of expressed student learning including alternative book reports, research projects, digital storytelling, project-based learning, passion projects, and genius hour. With Buncee's easy to use creation canvas making learning fun is just a drag and drop away. Our experts recommended using Buncee for outside-the-box lessons, such as creating digital posters, micro-movies or simple games as a class activity.

Focussing on a different area of EdTech, AdmitHub provides an easily accessible source of expert advice about US college applications - in the form of a friendly online chatbot! AdmitHub are currently ahead of the game and applicable to US students only, but the rise of chatbot tech means we should soon start seeing many more innovative bots within the education sector. Remind is a classroom messaging app that helps teachers, students, and parents communicate quickly and efficiently.

By connecting school communities, Remind makes it easy for everyone to succeed together. Whilst many organisations are starting to embrace technology to communicate with school stakeholders, messages typically end up being split across an array of channels. Facebook messages, WhatsApp groups, individual text messages or emails - the list goes on.

Remind removes the tedious process of remembering which message came from which person on which platform. Contacts can reach each other directly, schedule reminders, include attachments and see read-receipts - all with translation in 70 languages! Remind is a great example of an alternative application of technology to support the wider community involved with schooling and education. Go Noodle gamifies movement and exercise, getting kids out of their seats and allowing them to be energetic, playful and and active - with a touch of silliness mixed in just for good measure.

The platform features hundreds of pre-recorded, custom-created videos designed to get kids moving. The awesome thing about Go Noodle is how it can be used everywhere. Teachers can use it as an intro exercise to a lesson, a break in the middle of a long class or even as a piece of homework for children to do alongside their siblings or parents at home.

Matific is an award-winning primary maths resource which uses common objects in ordinary settings that children can connect to for a deep understanding of maths. Matific episodes were designed to support each other to allow children to master core maths concepts. Encouraging children to experiment and play to foster understanding, Matific provides engagement across all year groups. With long term use, children can reconnect with core maths concepts that increase in difficulty and reinforce previously learned skills. It promotes inclusive learning through its platform with the ability to choose the language student's view the activities in - fantastic for EAL students and the visual presence in the activities cater well to special needs students.

Matific provides a library of amazing resources for teaching maths to children age 4 - Resources are split across bite-sized, immersive and interactive applications designed for mobiles and tablets. Their resources are based entirely on the UK mathematics curriculum, making the apps a perfect companion to standard maths textbooks and activities, or to be used as a standalone pillar around which to plan a lesson. A recent research paper by Dr.

Amongst the various interactive annotation applications available, ThingLink stands apart. Thinglink allows over 70 different tags to be used within content, such as links, videos, maps, images, social media and more. It even integrates natively with Facebook! With it becoming increasingly more easy to create and VR content using everyday tools like our smartphones, there are very few barriers to entry to begin trialling tools like Thinglink in your lessons.

The 92 Hottest EdTech Tools According to Education Experts (Updated For 12222)

ThingLink has allow our students to take the traditional "create a poster" project to a whole new level. Book Creator is a simple app for making ebooks on the iPad and soon to be cross-platform. Red Jumper is the team behind Book Creator. Established in , their mission is to empower the next generation of content creators and improve their educational outcomes.

Teachers and educators have the opportunity with Book Creator to develop interactive and evolving teaching resources that can easily be shared with or collaborated on by students. Book Creator is also a great tool for students to explore their creative side and produce a tangible piece of content through their learning.

Potential applications might include creating a portfolio of learning after each lesson, or a homework assignment to create an interactive story or comic book. After creation, resources can then be shared online with anyone worldwide. Your students could support the learning of students on the other side of the world, or maybe even collaborate with them on a new project!

Wakelet is a content curation platform that has quickly become one of the go-to EdTech tools for educators worldwide. It allows you to quickly organise and share handpicked content with your students, set digital assignments, and create stunning portfolios. The free-to-use platform makes creating interactive collections easy, with the ability to embed videos, social media posts, articles, podcasts, images, notes and everything else.

You can change layouts, re-organise content and update collections at any time, which makes it perfect for planning classes and sharing resources. They also have a fantastic browser extension and app, making curation faster and easier than ever before. Wakelet's main strength is it's ability to let you display any online content in a way that really encourages digital storytelling - something that is becoming increasingly important for educators. As a side-note, upon Storify's demise, educators have been quick to flock to Wakelet as the only real viable alternative.

The platform has attracted big names like Harvard, Cambridge University and many other academic institutions, who have switched to Wakelet to keep curating. They also offer an easy Storify to Wakelet import tool at www. Times Table Rock stars is an online learning platform, engaging primary and secondary school students in daily times tables practice. Its adaptive question generator is cleverly sequenced to provide measurable improvements in times tables recall speeds, increasing confidence and enjoyment in maths.

The animated theme and motivational reward system has captivated pupils, teachers and families alike, resulting in widespread success across the UK. Children can practice by themselves, compete against other students and complete homework assignments tailored to their ability, online or using the mobile application.

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They thought about filming them but the budget to make real movies with their ideas space aliens, large explosions, monsters destroying whole city quarters would have been too costly. The only plausible way to capture their ideas was to make simple cartoons. After a week, Piotr had a working proof of concept. It was a simple app for the Mac that displayed a funny face that could be moved around a checkered window, while its movement was recorded. Explain Everything is an easy-to-use design, screencasting, and interactive whiteboard app with real-time collaboration that lets you animate, record, annotate, collaborate, and explore ideas, knowledge and understanding.

Explain Everything provides teachers and students an opportunity to share thinking, reflect upon knowledge building, and assess both products and processes of learning. Quizizz allows you to find amazing quizzes made by other teachers, or create your own quizzes and share them with the world. Start a "Live" game in class, or assign Quizizz as a fun "Homework" task. Teachers can control the competition by toggling the leaderboard, timer and other settings.

Thanks to Quizizz being available on all devices, students play together, but each at their own pace. Gamification elements like avatars, leaderboard and funny memes add to the fun! Each of the following EdTech companies received a single nomination from our education experts, but all of them deserve a mention for being fantastic tools to support teaching, learning and education! EducationCity is one of the leading online teaching, learning and assessment resources. It was established in and now has subscribers in over 70 countries worldwide.

Offering a variety of content types, it lends itself to group and whole-class instruction as well as personalised learning. It can be used anytime and anywhere on various devices, including interactive whiteboards, laptops and mobile devices, and also includes many time-saving features for the teacher. As a curriculum-based resource, EducationCity is mapped to UK and worldwide curricula.

Flipgrid is video platform used in over 50, classrooms to empower student voice and ignite discussion. In Flipgrid, teachers post discussion topics to which students respond via video, creating a social learning environment that provides every student an equal voice and increases engagement.

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With the advent and increasing popularity of short video based communication a la Snapchat, Instagram Stories and more, allowing students to communicate and learn through a medium they are familiar with can improve engagement and knowledge retention. Padlet is like paper for your screen. Start with an empty page and then put anything you like on it. Upload a video, record an interview, snap a selfie, add text or upload some documents, and watch your padlet come to life. Invite as many people as you like and watch the page update in real time with the contributions of others.

Used by teachers, students, professionals, and individuals of all ages, all around the world, Padlet is the easiest way to create and collaborate wherever you are. Padlets easy, intuitive interface makes it a breeze to quickly create a new document. You could hold a live collaboration lesson where students can all share and add content to your sheet at the same time, or set a task to create a summer holiday scrapbook before school returns in September.

Compatible with Arduino, the Microduino Series blocks are packaged in multi-piece kits that allow users to build, animate and control objects that they construct. Kits also include interactive components that sense physical attributes and output devices. In its most popular form, mCookies are stackable, magnetically and electronically connectable and colour-coded to easily identify the functional family type. At the core of TouchCast are Smart Videos.

What makes video smart? Tools to create and stream video that are blissfully simple to use. The means for any file to be shared inside video. Interactive elements that make them more engaging. The ability to collaborate with your team anywhere in the world. Use the green-screen feature to place yourself against a background or inside content.

Or step inside a virtual set. Read from a scrolling script. Add titles. Record your video, edit it, and share securely. Live stream it privately to a small group, the whole company, or publicly to the entire world. Puzzlets is a hardware accessory for your tablet or computer used to play Puzzlets-specific games.

Each game comes with its themed set of physical Puzzlets tiles. This hands-on learning game philosophy starts with fun first and offers endless possibilities to the educational market. Cork the Volcano, the first game for Puzzlets, enriches logic, sequencing, fine-motor skills through physical interaction and gameplay.

edWeb: A professional online community for educators

New Puzzlets games on the topics of Math and Art, releasing Summer , will expand the platform and learning. Aimed at children aged , it offers a huge library of picture books from well-known publishers, educational games and rewards - all within an environment that is safe and fun. For a single monthly subscription that covers the whole family, parents and up to four kids can join in the fun — with everyone being able to access Ebookadabra simultaneously on an unlimited number of devices.

The need for digital literacy in the classroom

Families can message each other, post reviews and record audio books. The Ebookadabra library is constantly growing and new stickers, games, avatars and emoji are added regularly to maintain a fresh and engaging world of reading. SmartFeed is the parents' trusted platform to curate, deliver, manage and connect to their kids' digital media — across all content and devices. Media is increasingly everywhere, especially in front of our children.

Kids find and consume it easily, just like junk food. SmartFeed aims to change the paradigm: rather than just filtering out the junk, this tool helps parents feed their kids positive, engaging, healthy content instead. Additionally, the Smart Feed screening and filtering process mean teachers and educators can be safe in the knowledge that any external media used in their lessons has already been flagged as appropriate for their students age group. TinyTap is a marketplace of interactive educational games created by teachers.

TinyTap empowers students to learn through play, with over , learning activities from a worldwide community of educators. Master concepts through curated courses and measurable lessons, that you can play on your mobile device or computer. Create interactive presentations for school work, or detailed study guides for tests and quizzes with TinyTap's easy-to-use creation tool.

Special needs teachers and caretakers can utilise this simple and powerful platform to come up with new ways to help those in need and personalise activities to fit each person individually. The TinyTap team also believe that there is no better way to learn than by teaching - which is why they created the TinyTap Market. The TinyTap Market is an online community of millions of kids, teachers and parents that create and share their fun educational games everyday.

Edpuzzle allows teachers to easily customize a video by adding questions and audio throughout the video to have more engaging video-lessons. Helping to dispel the classic problem of students dozing off during longer videos, Edpuzzle allows you to add natural stopping points throughout the video. Edpuzzle also allows teachers to encourage self-paced learning by adding their own voice recording on top of the existing video. This means students can watch or review videos individually depending on their level of progress, helping to remove the chance of them becoming bored due to learning something they have already mastered.

UpGrad was founded with an aim to empower working professionals and individuals to reach their full professional potential by providing them with high quality industry-relevant online programs in upcoming technological areas, which have high demand and increasing job opportunities. So far, UpGrad has successfully launched programs in new age verticals like Product and Innovation, Entrepreneurship, Digital including areas in Marketing , and Data Analytics. Merging the latest technology, pedagogy and services, UpGrad offers an impactful and engaging learning experience for the digital world.

The Ardusat Sensor Kit is a great way to get started with basic Arduino programming and learn about sensors. Every single experiment can be done in a class period or two, giving your students plenty of building experience. They do this by making it simple for students and teachers to create and share online learning materials, currently used by more than 20 million students and teachers each month.

Quizlet offers tools for students to make flashcards, practice spelling, play learning games, test their knowledge, collaborate with other students and more, providing engaging, customizable activities with contributions from people everywhere. Tinybop builds elegant, educational apps to spark the curiosity, creativity, and kindness of kids around the world. Tinybop apps inspire kids to learn, create, and grow by diving into big ideas, testing how things work, and making connections about the world they live in.

Founded by former teachers, CommonLit is a nonprofit EdTech organisation that operates an award-winning reading and writing platform. With CommonLit, teachers can create a free account to gain access to a host of standards-aligned, levelled, digital library of short texts including news articles, poems, historical documents and more.

Their formative assessment tools help teachers target instruction and support struggling readers. Founded in , Wonder Workshop is the market leading platform for children to learn computer science and robotics beginning at elementary school age. The company's first generation robots, Dash and Dot, are widely recognized in education and have won many major industry awards. Today, their Dash and Dot robots, which work in tandem with a suit of free apps compatible with more than 40 iOS, Android and Kindle devices, are used as learning tools in nearly 10, elementary schools around the world and hundreds of thousands of homes with children.

The annual Wonder Workshop Robotics Competition, which has grown 5x year-over-year, currently has over 22, participants from 57 countries, almost half of which are women. LivingTree is your district's own private, social network for family engagement. It replaces public social media, websites, emails, blogs, single purpose apps, paper flyers, etc. The early results have been incredibly positive and students seem to be picking up the material easily.

I am curious what you think the reasoning behind their success is. Why do you think the model you have introduced makes learning easier for these students? By teaching in small groups, teachers are able to give students the individualized attention they need; we also use adaptive computer programs that advance students who have mastered the material and cycle back to reteach students who are struggling, which means each student is able to learn at the pace that works best for them.

Some criticism has been that kindergartners need engaging and hands-on learning more than computer programs? What would you say to that criticism? Learning can be engaging and hands on AND involve computers. The computers at KIPP Empower are a tool for learning, which our amazing teachers can rely on to help students get the personalized, effective education they need. We believe that to truly prepare our students for the challenges of the 21 st Century, our students need to engage with both online content and hands-on instruction.

Beyond the hour they spend on the computers per day, our students have 90 minutes per week in foreign language instruction, physical education, and art. They also have hands-on, project-based science instruction each day and work in literacy and math centers at their own pace. Additionally, students have two recess periods each day. We believe our longer school day helps us truly meet the needs of the whole child as well as the challenges of the 21 st Century. You split up the classroom between teaching in a traditional setting and computer work.

How do the two co-exist? Is the computer learning used to supplement lessons being taught? Or are the students learning different things on the computer from what they learn with the teacher?