Flip Your School’s Library
Many students think the library is the last
place to find tech-savvy academic help.
Authors Heather Hersey and Sue Belcher set
out to change this perception by flipping their
library during orientation. Find out how you
can leverage technology to make students
aware of your library’s resources and your
digital expertise.
Motivate Kids with Online Contests
How do you get students to become producers of digital media instead of just consumers? Challenge them to a competition! Chad
Mote, Yasmin Kafai, and Quinn Burke describe
two courses they built around annual online
competitions that engage students in creating
their own digital products using the programming language Scratch.
Sick of Grading? Try Digital Badging!
Do you ever get the feeling those marks on
students’ report cards don’t tell the whole
story? Frustrated with the inadequacies of the
traditional grading system, Kristin Fontichiaro
and Angela Elkordy developed a digital badging
system that they hope will more accurately
reflect student progress and describe attributes
currently left unacknowledged.
Is it time to stop filtering the internet? Debate this and other controversial issues on ISTE’s LinkedIn group page at iste.org/counterpoint.
Designed to integrate
with existing classroom
projectors, the BrightLink Solo
Interactive Module from Epson
can be used on any dry-erase
board, wall, or other flat surface.
The module, which connects directly to a Windows or Mac
computer via USB, allows teachers to select the size to match
the available space (up to 102 inches diagonal). The module
comes with two interactive pens with rechargeable batteries
and charger, a pen tray for storage, wall mount hardware, and
TeamBoard Draw annotation software for creating, capturing, and sharing lessons with an option to add Promethean
ActivInspire curriculum software. Schools can purchase the
BrightLink Solo Interactive Module at a discount through the
company’s Brighter Futures program.
MORE INFO: www.epson.com
Uzinggo is tapping into
the gamification trend
that uses game thinking
and game mechanics in a nongame context to motivate stu-
dents. Uzinggo’s online tutoring platform rewards middle and
high school students for learning math and science. As stu-
dents work through the lessons, exploring basic principles,
solving math equations, conducting virtual experiments,
and building knowledge through real-world examples, the
built-in gaming and reward system allows them to earn
points and badges, reach new levels, and design their own
virtual worlds. Students can use their badges and rewards
to purchase virtual goods and enter drawings for gift cards.
MORE INFO: www.uzinggo.com
Invent to Learn: Making,
Tinkering, and Engineering
in the Classroom is a new book
from educators Sylvia Martinez
and Gary Stager that advocates
the maker-movement approach of project-based and
hands-on experimentation in the classroom. Combining
theory and history with practical classroom tips and
resources, the book explores new technologies, such as
3D printing, wearable computers, robotics, and computer
programming. It also provides helpful tutorials, teaching
strategies, learning models, and information about project
planning. Resources include project collections and organizations to help teachers incorporate STEM-centered learning
environments into their classrooms.
MORE INFO: www.inventtolearn.com
Classroom Advantage, a cloud-based library of learning activities
from Waterford Research Institute,
allows teachers to provide large-and small-group instruction using an
interactive whiteboard. Teachers can
create customized lessons from more
than 4,800 Common Core–aligned multimedia activities as
a complete curriculum or as enrichment to existing lesson
plans. The interactive lessons for PK– 2 students employ
visual, auditory, kinesthetic, and tactile learning models to
promote participation using a variety of sing-along tunes,
games, and fun characters that introduce, instruct, and
review concepts.
MORE INFO: www.waterford.org/products/classroom-advantage