Discover from Sonny Magana, author of Disruptive Classroom Technologies, how the T3 Framework provides strategies that can provide three or more years of achievement in a single academic year.
Discover from Sonny Magana, author of Disruptive Classroom Technologies, how the T3 Framework provides strategies that can provide three or more years of achievement in a single academic year.
Join Jared Covili, author of Going Google, as he shares how Google can offer more tools that give people the opportunity to learn and work virtually.
Discover from Laura Greenstein practical easy ways to measure students' thinking, action, and living skills.
Paul France, author of Reclaiming Personalized Learning, spends time unpacking the many myths surrounding personalized learning and codifying a new vision that puts equity and our own humanity at the center.
"Teachers are learning a lot this year, and keeping a portfolio will help when it’s time to reflect on that learning." Read the full article by Monica Burns, author of #FormativeTech, on Edutopia.
"In our work with schools and districts developing integrated STEAM infrastructures, we have found that STEAM instruction can deepen students’ mathematics and science learning, serve as an avenue to engage each and every student, and expose students to STEAM careers (Bush & Cook, 2019)."
Read more from Kristin Cook and Sarah Bush, authors of Step Into STEAM, Grades K-5, on Corwin Connect.
The following checklist from Step into STEAM, Grades K-5, includes the crucial elements to incorporate into your STEAM PBL as you embark on a STEAM inquiry using a Problem-Based Learning (PBL) framework.
Whether you will be building your STEAM physical space in your regular classroom setting, have an already-defined STEAM lab in your school, or are conceptualizing other ideas for STEAM physical spaces, consider the following excerpt from Step Into STEAM, Grades K-5, to understand what a STEAM classroom atmosphere looks like—and doesn’t look like.
Use this template from the second edition of From STEM to STEAM to guide you as you design a STEAM unit across grade levels at your school.
Get started with QR Codes, Augmented Reality, and other scannable technology in your classroom with this handy graphic from Deeper Learning Through QR Codes and Augmented Reality.
This resource from Disruptive Classroom Technologies will guide you to set goals for the use and integration of digital tools in your classroom at three levels of mastery: beginning, developing, and mastering.
This foreword from The School in the Cloud, by education researcher John Hattie, discusses how, with Sugata Mitra's model of schooling in the cloud, we can use the technologies that are now available to conceive of a totally different type of schooling.