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    Create nifty mnemonics at JogLab

    March 15, 2011

    BY CHRISTOPHER PANNA

    If the phrase “Please excuse my dear aunt Sally” means anything to you, then you already know the value of mnemonics. Putting complex ideas into a simple expression can do wonders for our recall ability, and JogLab can help you coin a catchy slogan that your students won’t forget.

    At first the page may appear overwhelming with its many windows and scroll bars, but it’s not difficult to use at all, especially after you watch the short video at the bottom of the page. For each letter of your mnemonic, the site suggests words to string together into a phrase. In a few minutes I made the one shown here, and I’m not ashamed to say I think it’s pretty good. My favorite feature is the part-of-speech sorter, which narrows the suggested words to nouns, verbs, adjectives, and so on as you specify. This would be great for younger students learning the basics of sentence structure.

    Teachers could use JogLab to create mnemonics, but it might be best applied by setting the entire class to the task. A student competition to produce the finest mnemonic would be a lot of fun and could result in the next great “Roy G Biv.”

    JogLab

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    Crush writers block under the weight of 1000 Things to Write About

    March 8, 2011

    BY KEVIN HODGSON

    To proclaim that you have 1,000 things to write about, as Barry Lane does at this new writing prompt site, is pretty ambitious. But if anyone can pull it off, Lane can. Known in many writing circles for his way with words and for working with teachers, Lane is slowly offering up various starting points for writing at this site, entitled (appropriately enough) 1,000 Things to Write About.

    Lane explains:

    If one picture is worth 1000 words then, 1000 pictures are worth 1 million words. In the next 3 years I will be posting a picture a day from my personal photos, a writing idea and some of my own writing.

    What is nice about this project is that Lane accompanies his writing ideas with his own writing, which teachers can use for inspiration for themselves, as well as for their students. You could do worse than using a few of Lane’s ideas here in your own classroom. So far, topics have ranged from playing a musical instrument, to writing a 3-5-3 poem, to remembering a family ancestor. Three years and 1,000 prompts is enough reason to follow Lane on his journey, and he invites you and I to add our own writing to his mix, too. Go ahead. Write.

    1,000 Things to Write About

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    iPad: Consumption or creation?

    March 2, 2011

    BY DAN FROELICH

    About six months ago, I posted a note to my network asking people if the iPad was only a consumption device or if would ever been seen as a truly productive device for creation. I received a mixed response and just sat on the thought for a while. On my way home, I was listening to This Week in Tech, Episode 286 where Leo Laporte, John C. Dvorak, Larry Magid, and MG Siegler were discussing the merits of the iPad as a creation device. Feel free to listen or watch the podcast and make your own decision regarding this debate.

    After reviewing the five iPad advertisements, I noticed an interesting trend. The earlier commercials have a 2:1 ratio of content consumption compared to content creation. As you move through the newer advertisements, the focus leans toward a 1:1 focus of consumption and creation. The final tally ended in a count of 22 applications targeting consumption and 13 aimed at creation. It sounds to me that Apple is attempting to capture the spirit of this device as a device primarily used for consumption. I scoured the internet for articles and research. One of the simplest graphics I found outlines the features of Apple’s three mobile platforms. Take a look and comment on it below.

    Strengths

    The iPad is a very stable device. Thanks to the closed operated system, the average consumer doesn’t notice any instability or crashes in iOS. As a reader and video player, the iPad provides an adequate amount of viewing space and backlight for low-light situations. Through the iTunes Store and App Store, users can access a plethora of games, publications, media, and organizational tools. With applications like Blackboard Mobile, FlipBoard, iBooks, and Amazon Kindle for iPad, teachers have an amazing array of  research content, multimedia, and instructional text available on a single device.

    Limitations

    The iPad has no means of exporting content to a USB drive, although applications like Dropbox attempt to offer a file system to transfer content. The closed operating system does create limitations to file-system structure for managing photos, media, and documents. The Safari browser for iPad notoriously denounces any support for Flash content which makes millions of websites impossible to render and use.

    The App Store is also known as a limiting factor for advanced users. Without cracking the operating system, users can only access approved applications. The biggest barrier to content creation on the iPad focuses around the unexplained decisions that have limited users’ access to a variety of creation tools. Google Docs was one such feature. When it was originally released, the iPad’s browser didn’t support editing in Google Docs, but in recent months things have changed and users can now edit their documents (with limitations). Users will experience mixed results in support for certain content-management systems and even some online learning platforms due to features disabled in the mobile Safari browser.

    Another major limitation to many K-12 users is a lack Adobe of Flash support. While Apple contends that this isn’t a major issue, I challenge you to go through many of the common instructional support websites designed for interactive learning and discover just how many sites are programed with Flash. One very popular K-2 website that is rendered useless is Starfall. If you have an iPad and attempt to visit www.starfall.com, you will get a message asking you to update your browser to support flash. This cannot be done, at all, period. Many textbook companies offer companion websites to extend learning online. Many of these are designed with Flash as the foundation for interactivity.

    What now?

    With more than 300,000 applications and 10 billion application downloads, Apple certainly has the numbers to keep going, but will their restrictive environment stifle creativity and lean more towards consumerism?  I hope not. Fortunately, Android OS 3.0, AKA Honeycomb, was officially announced last week.  Does this mean the iPad is doomed? Not hardly. But just as in the mobile phone market, competition will drive innovation. With two major platforms, users will have greater choice and see the possibilities of tablet devices. Ultimately, we will need to watch as the current generation of tablets evolve into iPad 2 and devices like the new Motorola Xoom. Either way, I can’t wait to see users pushing designers and developers to support our creativity as technology advances.

    In the classroom

    Educators across North Carolina are exploring the best fit scenarios for the iPad in the classroom. One of LEARN NC’s online instructors, Lucas Gillespie, offers some support for iPads and iPods in the classroom. If you conduct a Google search for “iPad in the classroom,” you’ll get a really rich listing of sites set up to support the iPad in education. One familiar name in handheld technology in education is Tony Vincent. Over the years, Tony has evolved his Learning in Hand site to meet the demands of today’s forward thinking educators and their use of technology in the classroom. Stop by and check out his Do’s and Don’ts.

    Additional reading

    Content Creation v.s. Content Consumption: The iPad Revolution

    Entelligence: the iPad as a productivity tool

    Reading as a Participation Sport

    Create 3-D pop-up books at ZooBurst

    February 4, 2011

    Example ZooBurst Popup BookBY BILL FERRIS

    ZooBurst lets you build virtual pop-up books online. Through a simple WYSIWYG interface, you can upload images and enter text you want for your story, and ZooBurst handles the pop-ups and page turns virtually. Be sure to check out the Gallery to see some pretty nice-looking examples.

    The controls let you manipulate the color of the pages, the angle of the pop-up images, how fast images pop, how many pages the book has, and more. ZooBurst’s 3-D virtual environment lets you see each book from every possible angle.

    My only complaint with ZooBurst is that I would’ve liked to see some clip art available, as not every kid will have a lot of digital images on their computer to choose from. Yeah, I know, clip art looks cheesy. However, in an exercise like this, I think it’s more important to give kids some tools, even rudimentary ones, in order to get them busy creating something rather than combing the internet for pictures, which can be a dicey proposition in a school environment.

    Overall, though, ZooBurst is a fun storytelling application with a minimal learning curve. You can put together a story and tell it to your kids during story time. Or have kids work on stories in groups or individually to exercise their creativity, and maybe produce the next classic children’s book.

    ZooBurst

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    Instructifeature: Fostering creativity and innovation in the science classroom

    February 1, 2011

    BY REBECCAH HAINES

    Computer software that can decode human emotions by listening to speech? Antimicrobial coatings to prevent nosocomial infection? Nanoparticles designed for drug delivery and space craft navigation systems? These all sound like innovations worthy of Nobel-Prize-winning scientists, right? Nope! All of them were developed within the past year by high-school students under the guidance, inspiration, and encouragement of their science teachers. Now, each of these amazing accomplishments has a great chance of being integrated into future technologies that will improve the quality of life for many people. For example, in this interview on NPR’s Science Friday, the two students who developed the emotion-detection software discuss its possible application with autistic individuals — giving them a “mood watch” that will help them read and understand the emotions of those around them so that they can interact appropriately. While we can’t expect that every student in a class will come up with world-changing innovations, we can expect students to benefit from the guidance, inspiration, encouragement, and opportunity to create and innovate just as these students did.

    In science especially, it is critical that students get the opportunity to engage in innovation and creativity. In its very nature, science is a discipline of questioning, experimenting, and thinking outside the box. Being able to engage in inquiry, innovation, and creativity within the science classroom in particular is important for your students both now and in the future. Students learn best by doing. So as they study a particular content objective, students will retain more if they have done something with it. Perhaps more importantly, innovation and creativity will be necessary in today’s students’ future careers. According to the US Department of Labor, the top two fastest-growing occupations are biomedical engineering, with projected growth of 72 percent by 2018, and network systems and data communications analysts, with projected growth 53 percent by 2018. Both of these careers are heavily based in science, and both require professionals who can innovate and think creatively.

    In light of these facts (and innumerable others), fostering creativity and innovation in your science classroom is certainly a worthy task. But how does a busy and data-driven teacher achieve that goal? What are some opportunities and ideas that will allow students to innovate and problem-solve while at the same time learning essential core content? In the remainder of this article, I will present several competitions and classroom project ideas that will help you achieve the dual goals of providing an opportunity for students to innovate and problem-solve, and enabling you to present essential core content. The ideas in this article do not constitute a comprehensive list, but they do offer some effective jumping-off points to get you started.

    Competitions

    In many cases, if you want to get your students to memorize a particular boring set of facts — a portion of the periodic table for example — the easiest way to get them to do it is to stage a competition: Who can name the most in a minute? Who can name all of them in order? Most students love a good old-fashioned competition and will rise to the occasion beyond your expectations.

    A competition may have the same effect when attempting to foster creativity: If you want students to produce some of their most inspired work, the prospect of being recognized for excellent results can spur even the most reluctant student to go above and beyond his everyday performance.

    There are likely several factors involved in the motivating effects of competition. For one, some students are simply motivated by the prospect of a reward, whether it’s prize money, a scholarship, or something more intangible like public recognition. But even students who are not inclined to show off their academic prowess may be inspired by a competition. Competitions represent a significant change from the academic norm, particularly in the realm of assessment. Many students enjoy the opportunity to be assessed relative to their peers or against national standards, rather than on a flat A-to-F grading scale determined by their teacher.

    Additionally, students may simply like responding to an authentic challenge. In my experience, when students have a meaningful reason to do something, such as develop a solution to the school’s recycling problems, they are intrinsically motivated to complete the challenge. The competitions listed here tap into that desire to respond to a relevant and timely issue with innovation and critical thinking. Best of all for you, each competition can also be used to present the core content that you are required to teach.

    ExploraVision

    ExploraVision is a science competition in which groups of two to four K-12 students, plus their teacher serving as a coach, imagine future technology. The student group selects a piece of technology that affects everyday life. The team then explores how the technology currently works, how and why it was invented, and the history of the particular technology. Based on the current state of the technology, the team envisions what it will look like in twenty years. Using this vision and their research, the team creates a detailed written entry on their technology and submits simulated web pages explaining the technology and the group’s vision.

    Details about deadlines as well as links to free webinars for potential coaches can be found at the website. Previous winning projects include: NIBEye (Neural Interfaced Bionic Eye), in which students imagined an artificial eye that would give the blind sight; RegenX, an injection that would regenerate limbs following an amputation; and Automatic Correcting Eyeglasses, glasses that don’t require renewal of the prescription because they automatically adjust to worsening vision. Each of these products represent the student group’s vision for a specific technology in the future. While their visions aren’t necessarily feasible at this time, they are based on the actual current technology in each area. For example, some of the components of the bionic eye — such as stretchable silicon and intraocular lenses — currently exist.

    These winning projects demonstrate the level of creativity and innovation of the students in developing their visions. The students successfully thought beyond current technology in order to come up with something that has yet to exist. While these projects are impressive, they tap into students’ natural curiosity and tendency to ask questions like “Why can’t scientists do that yet?” or “Wouldn’t it be great if someone would invent… ?”

    In addition to the innovative aspects of this competition, ExploraVision allows teachers to integrate the National Science Education Standards (NSES) — specifically Science as Inquiry, Science in Personal and Social Perspectives, Science and Technology Standards, and History and Nature of Science Standards. Also, depending on the specific technology selected, many of the life, physical, or earth and space science standards can also be integrated into a project.

    Siemens We Can Change the World Challenge

    A second choice for a competition is sponsored by the prominent technology company Siemens. The Siemens We Can Change the World Challenge focuses on environmental sustainability. Small groups of students and their mentor/teacher are charged with identifying a local environmental concern and developing a sustainable, reproducible way of addressing the concern. The competition encourages a six-step process in which students choose a local environmental issue, research that issue, plan a feasible and measurable solution to impact the issue, carry out the plan, analyze their impacts on the issue, and finally share their results by making recommendations on how their solution could be expanded, improved, and spread to other communities.

    Last year’s first-place winner studied the impact of idling cars in their school’s after-school pick-up line. The students handed out stickers and brochures to educate parents about the harmful effects of idling and actually succeeded in decreasing the number of parents idling as a result of their education campaign.

    Like the ExploraVision competition, the Siemens We Can Change the World Challenge encourages students to work together to come up with a creative, implementable solution to a problem — in this case, an environmental one. This particular topic should be of great concern to today’s students, as they and future generations will face major environmental challenges such as climate change and overpopulation. Thinking creatively about those issues now will benefit them as they move toward an adulthood in which they’re responsible for finding viable solutions to these problems

    In addition to providing students with a forum for creativity, this competition offers the teacher a way to integrate important standards from the NSES. First, you might notice that the six suggested steps for completing this competition sound a lot like the “steps of the scientific method” that many teachers teach: Students need to collect and analyze measurable data before drawing their conclusions. Although we may like to teach our students that science is more of a circular thought process — questions lead to experiments which lead to results that lead to more questions — framing the competition in such a way is likely to reinforce students’ scientific thinking.

    This competition also helps teachers to address the Science in Personal and Social Perspectives content standard. The NSES says, “Although students in grades 5-8 have some awareness of global issues, teachers should challenge misconceptions, such as anything natural is not a pollutant, oceans are limitless resources, and humans are indestructible as a species.”1 Having your students compete in this challenge would be an excellent way to address some of the misconceptions held by students and build their recognition of science as an avenue for solving social problems.

    ThinkQuest International

    A third option for a competition that will inspire innovation and creativity is the ThinkQuest International competition. ThinkQuest is an online learning environment that includes a library of 7000+ projects “by students, for students.” These projects cover a range of topics and are mostly interactive websites to help students learn about a particular topic. The competition is extremely broad: The only instruction is that student groups define a problem and come up with a solution. The solution can take the form of a ThinkQuest learning project such as are displayed in the library, a digital media project (a blog, video, photo essay or combination), or a web-based application. Some project ideas given by ThinkQuest include addressing school bullying, finding out how eco-friendly your seafood is, and teaching younger students about grammar rules. What makes this competition different from the others is that students are encouraged to think and collaborate globally. The website features a matchmaker tool to help students find coaches and other students with similar interests.

    Since the competition topic is so broad, it could be used to address learning objectives in nearly any content area. On the other hand, its broadness can be daunting, as students often get that deer-in-the-headlights look when the options are so wide open. If that’s the case, you and your students may benefit from setting some parameters to limit the scope of the competition.

    One option might be mandating the format in which students will submit their product. For example, you might ask your students to create only a digital media project. Defining a topic can also be helpful. For instance, if you’re studying ecosystems in your class, you might want to brainstorm with your students a list of potential issues and problems related to that topic. You might come up with ideas like invasive species, storm-water runoff, and recycling. Once you’ve narrowed the topic and defined the type of projects your students will create, the students should be much more capable of coming up with a creative and innovative solution. One student might make a photo essay documenting the sources of storm-water runoff in their community, and then show how they are addressing those issues. Another might make a video about a nonnative plant that’s grown out of control in the community, and offer some creative ideas for solving the problem.

    Classroom projects

    While competitions can be a great way to inspire your students to create and innovate, all of the competitions listed in this article require copious amounts of time and effort. But even when time is limited, you don’t need to sacrifice opportunities for creativity. There are innumerable smaller classroom projects that merge student innovation with essential content instruction. A few suggestions — though again, not a comprehensive list — are listed here.

    NASA Engineering Design Challenges

    NASA’s Engineering Design Challenges help teachers teach specific science content, introduce students to real problems faced by NASA engineers, and model the process by which those problems are solved. Each project takes only a few class periods — a fraction of the time required for some of the in-depth competitions.

    In my experience, middle school students tend to be particularly motivated to learn anything related to outer space. Unfortunately, outer space is not always in the required curriculum. NASA’s Engineering Design Challenges can help you find a concept that is in your curriculum and tie it to space exploration, resulting in a more engaging experience.

    The challenges and their respective science content alignments include:

    • Thermal Protection Systems Design Challenge (heat and conduction)
    • Spacecraft Design Structures Challenge (Newton’s Law)
    • Electrodynamic Propulsion Systems (electromagnetism)
    • Centennial of Flight: Propeller Design Challenge (forces and motion)
    • Personal Satellite Assistant (forces and motion)
    • Living Off the Land: Water Filtration Challenge (properties and changes of properties in matter)
    • Lunar Plant Growth Chamber (life science, technology)

     

    Let’s examine the Water Filtration Challenge in detail. In this challenge, students are asked to build a water filtration device using commonly available materials. You could include this project in several different units that you might be teaching, none of which is necessarily a “space unit.” In a unit on solutions and mixtures, building a filter that would best clean the water would require students to have an understanding of the differences between items in a mixture and items in solution. In a unit on ecosystems, completing this challenge would model the way that estuaries filter storm-water runoff and prevent water pollution. If you were teaching a unit on pollution, implementing this project would help students learn about the challenges of recycling and limited resource management as they build the filter. In all cases, the space tie-in is that on the International Space Station, astronauts need an efficient supply of potable water, and a recycling system is critical.

    Each of these challenges comes with a detailed teacher’s guide to help you implement it in your classroom. The guide gives an overview of the background science as it relates to NASA’s work, and the ever-important supply list with cost estimation. All of the challenges can be completed with cheap, easily obtainable supplies. All of them provide a hands-on experience for the students, allowing them to gain a deeper understanding of whichever topic you decide to tie in to. Educationally, the way that these challenges are designed allow for a nice balance of freedom and constraint. The goal of each challenge is explained clearly, and material parameters are given. However, students then have the freedom to build and test their devices by creatively using the available materials.

    PBS Design Squad

    The PBS Design Squad website is a companion to the PBS children’s show Design Squad. On the website, you can watch episodes of the show, which showcase hip, diverse engineers and student teams completing some kind of design challenge. The challenges range from the serious — designing a machine to make peanut butter using inexpensive materials in order to help Haitians — to the silly — a challenge to create an item of clothing that has a “hidden” function such as turning into a piece of furniture. These episodes could be used to inspire your students prior to implementing one of the projects featured on the teacher’s site. Even if you don’t have your students complete a hands-on project, just showing them an episode or two will allow them to see what the design process looks like, from the brainstorming and testing phases to assessing their final designs. It is a great model for scientific innovation!

    To take it a step further and give your students a hands-on design opportunity, you’ll find a number of possibilities on the Design Squad teacher’s site. There, you will find, organized by science topic, an extensive collection of activities, animations, career profiles, and episodes related to that topic. As a teacher, this is your jumping-off point for giving your students the freedom to create and innovate within the confines of a particular topic.

    The activities are particularly useful. For each one, there is a PDF handout that explains the challenge, lists necessary materials, and guides students through the brainstorming and designing process without giving them a prescribed set of steps to follow. This format provides just enough structure and direction while still allowing students to be creative — which is a powerful way to scaffold students toward true innovation.

    Additionally, these projects could be completed by students in just a few class periods. Since the activities are arranged by topic, you can align your selection to any one of several NSES standards. For example, if you were studying structure and function in the human body, in particular the skeletal and muscular systems, you could have your students complete the Helping Hand challenge. In this challenge, students are asked to design a device that can pick up objects two feet away from them. Building this device will reinforce concepts regarding how muscles and bones work to allow movement.

    Solving tomorrow’s problems

    Developing and nurturing creativity and innovation is essential for students today. With the issues that will face them — climate change, overpopulation, shrinking natural resources, to name just a few — these skills will be critical as tomorrow’s leaders formulate solutions. Additionally, it seems as if technology advances and increases on a daily basis. Companies will need employees who can come up with new types of technology and new ways to use it. Those future skills will be built on what students do in the classroom today. While these ideas represent only a small sampling of the opportunities available, they provide a starting place to help your students experience the joys of creativity and innovation.

    GoAnimate goes to school

    January 3, 2011

    BY KEVIN HODGSON

    We’ve reviewed GoAnimate here at Instructify before, but the site recently launched a school version of its animation software that is worth writing about because, well, it’s free. With GoAnimate for Schools, teachers can sign up for a free classroom account that provides up to 100 student accounts. While there are some limitations on characters and movie run times (2 minutes), GoAnimate still provides ample possibilities for students to make interesting movies. And in my experience with GoAnimate, young people just love to use the site for all sorts of creative projects.

    GoAnimate is a web-based animation system that allows users to add speech bubbles, audio, movement, and more to simple movies. The videos are hosted at the GoAnimate site. On the resource page, there are sample movies, lesson ideas, and more at the school section that run the curricular range of technology, literature, and even community action projects.

    GoAnimate for Schools

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    InterroBang2 is happening right now

    December 6, 2010

    InterroBangBY BILL FERRIS

    Earlier this year we told you about InterroBang, a game of real-life missions that challenge students’ creativity and problem-solving skills. They’ve just launched their second edition, which runs until January 31, 2011.

    If you’re not familiar with InterroBang, here’s a sample mission, worth 10 points, to give you an idea of what you’re in for:

    “Have you ever wondered who delivers your mail, collects your trash, or waters your lawn? These jobs are a necessity to daily life but unfortunately, these important workers go unthanked. Take time to meet your mail carrier, sanitation worker, or other person who facilitates your life that you’ve never met before. Learn their name and something significant about their life. Take a picture with your new friend and write about your experience.”

    To sign up and get your students playing InterroBang, simply visit their website, or read their About page.

    InterroBang

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    Start collaborating with Projects by Jen

    November 22, 2010

    BY KEVIN HODGSON

    Jennifer Wagner’s Projects by Jen is a valuable resource for preschool through 6th grade teachers to engage in inquiry projects with other classrooms.  These projects are conducted through the use of high- and low-tech tools for sharing information among classrooms and teachers.

    Wagner notes on her site that she has hosted about 60 different collaborative projects over the years and the topics run from counting Oreo cookies (a math project) to a community service venture. Her projects often cross over into several disciplines, but most involve sharing of data and then analysis of that data. A few years ago, my classroom was part of a greeting-card project, in which we sent out greeting cards to a handful of other classrooms and then received cards in return. We then tracked the cards we received on a classroom map.

    Wagner also has a newsletter that features collaborative ideas (this costs a small fee), highlights classroom websites and teachers, and more. There is no cost for participation in Wagner’s various collaborative projects, so it provides a nice, easy way to expand learning beyond classroom walls. She also has a very neat ongoing venture called Guess the Wordle, which is a daily brain game using a word cloud and a question. Guess the Wordle is an interesting morning activity to get the day started. Some days, the answer might be a book. Other days, it might be a math problem. Or, as in the case of this one, it is the ingredients of a recipe — but for what?

    Projects by Jen

    Guess The Wordle

    Make digital sand sculptures with This is Sand

    November 4, 2010


    BY KEVIN HODGSON

    There is always something to be said about simplicity, particularly when you are working with technology and younger students. This Is Sand is an ideal art tool for elementary students to create virtual sand sculptures. At first glance, thought, the site appears to be nothing more than a blank screen. But with a left click of the mouse, digital sand starts dropping from the cursor on the screen. Click the “C” button on your keyboard, and now you have a vast array of sand colors to choose from. In no time, This is Sand will have your attention as you slowly layer in colors. (When you are at the site, notice the small unobtrusive gray box in the upper left corner of the screen — this is the instruction manual.)

    I was introduced to This Is Sand by my kindergarten-teaching colleague, who uses the site on the first day she introduces her students to our school’s Mac laptops. (See her video documentary of her students’ first day with the Macs.) The site’s artistic nature and user-friendly interface makes This Is Sand a great place to begin classroom instruction for younger students as they learn the mechanics of using a computer mouse to navigate a screen, finding letters on the keyboard, and choosing colors from a palette. The learning has less to do with the building of sand castles than with the computer literacy that comes with using the site.

    The site defaults to making a neat little sound as the sand falls (you can turn off the noise, if you want) and users can submit works of art to the gallery. With younger students, a teacher could take screenshots of the work and then print them out or add them to an online class website.

    This Is Sand

    This Is Sand Gallery

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    Cut it up for Halloween with a virtual pumpkin carver

    October 22, 2010

    BY KEVIN HODGSON

    With Halloween nearing, it might be time to take out your virtual carving knife and create a Jack O’Lantern without the mess of guts and seeds. This carving site (created with Flash but housed at Kevin Jarrett’s blog) is one of the easiest that I have found to use, and the activity is accessible for a wide range of ages. It’s beauty is in its simplicity: just use the mouse to make holes in the pumpkin, click done, and watch your carved creation light up. Save your pumpkin with a screenshot, or just savor its eerie virtual glow.

    Carve the Pumpkin

    One Day on Earth: 10/10/10 offers great opportunities for student collaboration and creativity

    September 20, 2010

    BY KEVIN HODGSON

    10.10.10 is almost here. Are you ready? A project known as “One Day on Earth” seeks to document the ways in which people live and work and play on a single day when our calendar points to the 10th day of the 10th month of the 10th year in the millennium. Sure, it’s sort of odd but it’s a hook that opens up a possibility for creativity for students early in the school year.

    (more…)

    Story construction with My StoryMaker

    September 2, 2010

    BY KEVIN HODGSON

    My StoryMaker is the perfect tool for younger students just learning about plot design and character development for short stories. Hosted by the Carnegie Library of Pittsburgh, My StoryMaker walks students through the process of story creation using a variety of online tools.

    My StoryMaker requires no login other than a first name. Kids choose a main character from a limited menu of possibilities, pick what they want that character to be doing (on a rescue mission? Finding love?) and then designate which secondary character is also involved in the story. These steps are laid out in a very basic, easy-to-use method. The story editor then launches and, in a nice touch, there is an audio tutorial matching up with the text tutorial on the next steps.

    (more…)

    Build your own website with KompoZer

    August 5, 2010

    BY JASON DON FORSYTHE

    Everyone has a website these days — even people’s pets have a web presence. The the fact remains, however, that creating a site takes a bit of HTML know-how. Kompozer is trying to change all that. It’s a free, intuitive web-development application that, for the novice, works a lot like any old word processor, and for the savvy web designer, looks and acts much like Adobe Dreamweaver.

    (more…)

    Harvest knowledge, creativity with AnswerGarden

    August 3, 2010

    BY KEVIN HODGSON

    AnswerGarden is sort of like a virtual garden, in which you plant a question or query and wait patiently for folks to provide the answers or responses. The “garden” of responses then grows right before your eyes. Free to use, easy to set up, and even easier to respond to, AnswerGarden is an interesting brainstorming or response tool that uses the concept of “word clouds” to display what visitors have written.

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    Ditch the flashcards — review with Smart.fm instead

    July 23, 2010

    BY JASON DON FORSYTHE

    Do your students need to study for that upcoming geography test? Perhaps the SATs are coming up? Well, flashcards are so 1994. It’s time to head over to Smart.fm. Smart.fm is a free learning and review system that is like your own personal study partner — a study partner that happens to have a super-slick multimedia review system in her backpack.

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