Devices in the classroom
Below are the top three, most commonly used, devices in classrooms today. I have identified their key features that make them great tools to use for learning.
Steps to take
Here are some of the steps I would take, as a teacher, to prepare my class for using these devices:
- Prepare devices for the students (Download programs, Apps)
- Prepare spot for charging (cart for Chromebooks, iPads)
- Prepare spot for Desktop computers (in back of classroom)
- Take a whole week to teach students about the device and how to respect it
- After this week, observe and test students on their knowledge of the devices
- Come up with lessons that involve in-depth work with the device
- Download programs for the Chromebooks where the teacher can view everyone's screens on their own screen
Top 3 iPad apps
Top 3 Apps that meet Bloom's Taxonomy:
Barefoot World Atlas - this app allows you to explore the globe and learn interesting facts about various countries which is better than looking at a just a map or learning from a book. Educreations - turns your iPad into a whiteboard that you can record. This is a great way for students to learn, share, and interact with the lesson. KidBlog - this is a great app for teachers who want their K-12 students to experience blogging and its many benefits. The students can then have discussions on class work in a secure domain, in which the teacher can monitor and interact with. Top 3 Apps that are FUN: Toontastic - characters and backgrounds come to life while students record their own stories. This means that original drawings can become animated by the app. Great for teaching storytelling. Ansel and Claire's Adventures in Africa - this app takes players on an African adventure. The missions include tasks of taking pictures, finding clues and objects, and exploring the land. Tinkerbox - this app is a free, educational, engineering and physics puzzle game. Great for grades 3-9 and for real thinkers of solutions to problems. |