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Updated by ejhorner52 on Dec 10, 2020
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Top 10 Educational tools

This is my favorite tools that we have gone over and learned about over the course of this semester

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#10: Google Expeditions

#10: Google Expeditions

Google Expeditions is an app that allows teachers to show their students the outside world without having to step out of the classroom. With VR and AR, teachers are no longer limited by the space of the classroom, VR lets you explore the world virtually while AR brings abstract concepts to life. This technology caters more to the students, because they are getting to experience the whole world and many places that they couldn’t go to through this app. The 6 C's of education that this app follows are Collaboration,Creativity, Communication, Culture. The SAMR level is redefinition because you are adding a whole new way of taking field trips and it is innovating and bring light to places that your students probably never thought they would go during a normal school day.

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#8: Prodigy

#8: Prodigy

Prodigy is a math based animated game for kids in grades 1-8 that includes every math course needed for those class grades. It is played by children across the world and used in so many classrooms to teach math in a way that is fun for kids. I believe that Prodigy is both teacher and student oriented because it helps the students find a way to understand the material better and in way that is fun and enjoyable for them. I believe it is also teacher oriented because it allows the teachers to see how much they are actually understanding from the teachings in class and what they are being taught. the 6 C's of education that this app follows are creativity and thinking critically. The SAMR level is redefinition.

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#7: PhotoMath

#7: PhotoMath

PhotoMath is a mobile application described as a “camera calculator,” which utilizes a phone’s camera to recognize mathematical equations and to display the step-by-step solution onscreen. The 6 C's of education are Critical Thinking: Students use new formulas that the app provides to find new ways to answer math problems.Communication: Students can show on their homework the different ways they came to solve the problem.The SAMR Level is Redefinition: allows for students to get insight on math problems without having to ask their teacher or a fellow classmate to re-explain how to solve a specific type of math problem. It is student-centered because it allows the students to understand how to solve a math problem differently than how their teacher taught them.

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#5: ClassCraft

#5: ClassCraft

Classcraft is a game-based approach to teaching and learning. It was created to encourage students participation in class and with their lessons, promote good behavior, and develop 21st-century skills like collaboration and communication. Everything they learn stays the same, but they get to have a little fun each day. The 6 C's of education are collaboration- By mixing students playing different roles, you can form teams that are strong both academically and socially. The teams can remain together throughout the year or you can change them up by quarters or semesters. This encourages students who might not normally socialize to work together to win the game. All team members benefit from cooperative efforts and learn to consider the needs of others before they take actions in the game.Communication- By being virtual teammates, classmates must communicate outside of the game and work together in order for their team to succeed, teams who foster the most communication and work as a team have better chances in winning perks and prizes. The SAMR level is redefinition.

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#3: Osmo

#3: Osmo

Osmo is a unique educational gaming accessory that opens up your iPad to the infinite possibilities of physical play. Crafted with reflective artificial intelligence, Osmo's advanced technology bridges the real and digital realms. The 6 C's of education are Creativity, Collaboration, Communication,Critical thinking, Character Education. The SAMR level is modification and it is more student based than teacher based because you are giving your students a chance to explore what they are learning and find new and fun ways to understand the knowledge at hand.

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#6: Class Dojo

#6: Class Dojo

ClassDojo is a school communication platform that teachers, students, and families use every day to build close-knit communities by sharing what's being learned in the classroom home through photos, videos, and messages. The 6 C's of education are Communication: ClassDojo represents communication because it is a platform for teachers to interact and communicate with the parents and get them engaged in your classroom. Creativity: ClassDojo is a fun and interactive way of getting remote learners engaged in the class by submitting videos and completing tasks online. The SAMR level is edefinition: It’s a new way to get engaged online and use the platform to communicate with parents and students in their learning. It is teacher centered because teachers are in control of their classroom on Dojo. It allows teachers to communicate with parents as well as it allows students to continue their learning online during this time with the pandemic.

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#4: Bitmoji

#4: Bitmoji

Bitmoji is an App that lets people create little cartoon versions of themselves, which can be used on social media accounts, emails, and text messages. You design everything for your avatar: hair style, eye color, outfit, glasses, etc. You can use this to show expression, reactions, and comics. You can use Bitmoji in the classroom by using worksheets that can be more creative by adding your Bitmoji or a students Bitmoji. You can make assignments on different emotions, let the student write out a sentence based off a emoji. You can also create stickers that you can print and use to grade assignments such as a thumbs up.The 6 C's of education are Creativity: Adding your own personal touch is a great way to show creativity. This can be from adding one Bitmoji on a piece of paper a PowerPoint slide. Communication: Teachers can use this to talk about assignments or important dates coming up in the future. The SAMR is Augmentation: It lets teachers add more fun and designs to their classroom. This will help students want to stay more active in class knowing is not a boring regular power point. Bitmoji is teacher centered because teachers have access to make the classroom more fun and creative by adding their own personal emoji.

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#1: Merge Cube

#1: Merge Cube

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. The 6 C's of education are Critical Thinking and Creativity. Critical thinking & problem solving: The student actually clicks on the parts of the screen to learn more information about it. This allows the student to learn the information and apply it to life.Creativity: Students begin learning in a new way, that they likely have never experienced before in a hands-on way, also helping develop hand-eye coordination. SAMR level: Substitution:Instead of being hands on with an object, technology is now incorporated. Merge Cube is both student and teacher centered.Students are so much more engaged with learning, and teachers will find teaching easier, since it is self guided.

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#9: Kahoot

#9: Kahoot

Kahoot is an innovative testing tool, that can help students stay engaged throughout the day, promote team working skills, and help teachers teach. Teachers can also take attendance, or give themselves a breather in the middle of a long day. This tool is very user friendly, easy to navigate, and easy to set up when ready to use. I believe that it is both teacher and student center b because it gives the students a fun way of understanding the material at hand and it gives teachers the opportunity see what they need to work on with their students. The 6 C's of education that Kahoot follows are Collaboration, Critical Thinking and Problem Solving, Creativity, and Communication. The SAMR level that Kahoot follows are redefinition. It’s a completely new idea that requires both a device for the students and the host of the Kahoot.

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#2: Auto Draw

#2: Auto Draw

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. AutoDraw gets its powers from Artificial Intelligence as soon as you begin drawing, the AI behind it starts trying to recognize what you doodle. Then, it tries to match what you draw with similar drawings from its database. All of them are displayed as small icons in the “Do you mean” list. The 6 C's of education are creativity and critical thinking. Creativity: students are able to explore their imaginations to create all types of drawings and scenery. They enter their creative side to see if the artificial intelligence can guess what they are drawing. Critical thinking: students are able to use their critical thinking skills when deciding what to draw next or even how they want to decorate/make their drawing. SAMR Level: Redefinition- Autodraw turns drawings into a better version that one could not do with just a pen and paper. It is both teacher and student centered because not only are children allowed to get creative with their drawings, it allows teachers to see into the minds of their students and really get to know just how passionate they can be about something.