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Updated by Julia Birtz on Dec 07, 2020
Julia Birtz Julia Birtz
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Top Ten Technologies

This is a list of exciting technologies I learned about in EDU 228 that I will use and implement in my future classroom!

Kahoot! | Learning games | Make learning awesome!

Kahoot! is a game-based learning platform that brings engagement and fun to 1+ billion players every year at school, at work, and at home. Creativity and critical thinking are the 6 C's Kahoot embodies. I feel it can be oriented for both teachers and students, it can be used by teachers to put their lessons in one place to stay organized, and students can use it to test their knowledge at home. The lack of technology in school or at home could be some challenges, and an advantage would be that the instructor would be able to see their students' progress. I would use this technology in my classroom as a review before a text or quiz to recap students on what we have learned and what to study for the exam.

Bring every family into your classroom

Classdojo is a networking platform for teachers/parents that enables teachers to create a virtual classroom to connect during the day with the parents and families of their students. I'd use this to track and communicate actions with families in my future classroom. The advantages would be easy contact between teachers and families, but the challenge would be for parents or guardians to react to or neglect the problems that require their child's attention. Out of the 6 C's, it is communication because the main point of the platform is to create open communication between teachers and guardians. The SAMR level would be augmentation as it is a different way for teachers to communicate, and overall it is teacher centered.

Bring your lessons to life with Expeditions | Google for Education

Google Expeditions allows a teacher to guide students through collections of 360° scenes and 3D objects, pointing out interesting sites and artifacts along the way. Google Expeditions is an app that allows teachers to show their students the outside world without having to leave the classroom. I think this technology is more student centered because it is for their benefit as they are the ones exploring new areas they may not have been able to visit before due to distance. The 6 C's this platform represents are culture, creativity, and communication. On the SAMR model, Google Expedition is redefinition as is is a completely new way of taking field trips that could not of been possible a few decades ago. I would use this in my classroom as a fun way to keep students engaged in the lesson and be able to see the places we are reading or studying about.


Brainpop is a website that provides videos, games, readings, and quizzes for learning. This website provides these resources for many subjects that can be taught. It is a fun way for students to learn new subjects and keep them interested while doing so. It is also an easy way for teachers to find good and successful ways to teach their students. I believe this tool is both teacher and student centered because it has all the tools and resources the teacher will need and also has all the resources students will need to fully understand the lesson. On the SAMR model, BrainPOP would be modification because it is an alternative to reading a textbook or taking a paper and pencil quiz. Of the 6 C's, this platform exemplifies communication and critical thinking. I would use this website in my classroom after I had covered a lesson as a refresher and a way for students to test their own knowledge.

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Quizlet is an amazing way for students to quiz themselves on what they are learning or have learned. Quizlet provides many different ways to study including a matching game, practice quizzes, flashcards, and even competitive games. Communication, critical thinking and character education are The 6 C's Quizlet best exemplifies. The SAMR degree is modification because it is an alternative to traditional studying methods. . The advantages are quick access and several different instruments used in the platform to assist research, but the distraction of technology and a student not being willing to participate would be an obstacle. Since they can build their own study sets, work on their own time and listen to their own needs, it is undoubtedly student-centered.


Fast drawing for everyone. AutoDraw pairs machine learning with drawings from talented artists to help you draw stuff fast. Autodraw is a web-based tool that has been developed by Google’s Creative Lab, with the purpose of helping people draw on their computers, smartphones, tablets, and laptops. The 6 C's of education this tool best exemplifies are creativity and critical thinking. On the SAMR model, this tool would be described as redefinition because Autodraw turns drawings into a better version that one could not do with just a pen and paper. I believe that it is both teacher and student centered because students are able to get creative and teachers are able to see where students are at.

About Classroom - Classroom Help

Google Classroom is a free and simple tool that lets educators track and measure progress effectively, while improving interactions with learners from school, from home, or on the go. You can use Classroom in your school to streamline assignments, boost collaboration, and foster communication. Classroom is available on the web or by mobile app. I believe it is both teacher and student centered. Educators can use it for their curriculum and lesson plans and students can use it to complete their work and collaborate with other students. The 6 C's of education google classroom incorporates are collaboration and communication. On the SAMR model, this platform demonstrates modification as it is a new format for traditional assignments.

Learn Science, Master STEM, Be Future Ready | AR/VR Learning & Creation

Merge EDU uses spatial computing technology to allow students to touch and interact with 3D digital content. Hold anything, anywhere. Merge Cube is a form of AR used to teach kids through hands-on, creative ways. Once the Merge Cube is purchased, apps can be downloaded (depending on the lesson) and the camera picks up the Merge Cube, making it a different object on the phone than in life. Of the 6 C's, Merge Cube best represents creativity and critical thinking. On the SAMR model, this tool could be many of the levels but I believe it best represents redefinition because it is unlike other technology tools and allows students to engage in the activity and even use the device from home. The Merge Cube is both teacher and student centered, students get to learn hands on and teachers get to convey information with better understandings from the students because the activity is self-guided.

Bitmoji - your own personal emoji

Bitmoji is an App that lets people create cartoon versions of themselves, which can be used on social media accounts, emails, and text messages. Of the 6 C's. Bitmoji best portrays creativity, because it is a perfect way to show imagination by adding your own personal touch. This can be from adding one Bitmoji to a assignment, test, or worksheet and in doing so adds emotion and a better understanding to students rather than just seeing a grade and not understanding it. On the SAMR model, this platform best represents augmentation because it allows teachers to make things more visually enticing while not changing major principals or breaking too many barriers. Bitmoji is teacher-centered because teachers have access to making the classroom more enjoyable and innovative by adding their own personal emoji.

Flocabulary - Educational Hip-Hop

Flocabulary is a library of songs, videos and activities for K-12 online learning. Hundreds of thousands of teachers use Flocabulary's educational raps and teaching lesson plans to supplement their instruction and engage students. Our team of artists and educators is not only committed to raising test scores, but also to fostering a love of learning in every child. Out of the six C's of education, Flocabulary is best defined by creativity because it helps students be creative when selecting a vocabulary word with the engagement of songs. On the SAMR level, this tool is redefinition because students are able to learn vocabulary words through music, which is amazing for audio learners. I think this tool is useful for both teachers and students but overall think it is student centered. This platform is especially beneficial for students who are audio learners because they are at an advantage. Benefits of Flocabulary are worksheets, free trail, and student and teacher use.