We want to help you provide your students with the tools and resources needed to succeed during this difficult time.
Computer Science. General Common Sense Education Grades PreK A nonprofit organization dedicated to improving the lives of kids and families by providing the trustworthy information, education, and independent voice they need to thrive in the 21st century. Teaching CS is already difficult, and moving to a virtual environment can be challenging, so we have compiled this list to help teachers support their students during this trying time. Discover resources and projects that connect students to engineering design practices and future careers.
Tynker Grades K Tynker offers self-paced online visual programming courses for children to learn coding at home, as well as specially designed curriculum for schools and camps.
It is a learn-to-code platform for kids ages Vidcode , Grades Vidcode offers research-backed standards-aligned computer science courses, focused on open-ended projects for teens. Codesters Grades Codesters combines a fun online coding platform for students, a powerful learning management system for teachers, and built-out coding lessons so you can start teaching kids to code in your school today. Scratch Grades Scratch is a free programming language and online community where you can create your own interactive stories, games, and animations.
With ScratchJr, young children ages can program their own interactive stories and games. Scratch Jr. Alice is used by teachers at all levels from middle schools and sometimes even younger to universities, in school classrooms and in after school programming, and in subjects ranging from visual arts and language arts to the fundamentals of programming and introduction to java courses.
Kodable Grades K-5 Kodable teaches kids core programming concepts through engaging games developed with real teachers and kids at home or at school and gives teachers a complete K-5 coding curriculum for the classroom. Kids will intuitively grasp the basics of objects, sequencing, loops and events by solving this app's challenges. CodeMonkey Grades K-3 CodeMonkey is a fun and educational game-based environment where kids learn to code without any prior experience.
Kodu can be used to teach creativity, problem solving, storytelling, as well as well as programming. GameStar Mechanic Grades Gamestar Mechanic uses fun, game-based quests and courses to help you learn game design and make your own video games! Gamestar Mechanic is a game and community designed to teach kids the principles of game design and systems thinking in a highly engaging environment. It is designed for 7- to year-olds but is open to everyone.
Codea Grades Codea for iPad lets you create games and simulations — or any visual idea you have. Turn your thoughts into interactive creations that make use of iPad features like Multi-Touch and the accelerometer. Early Learning. Each grade is aligned to national standards and is split into 5 categories: letters, numbers, holiday, strategy, and skill.
Khan Academy Allows students in grades Kindergarten — 3 rd grade the opportunity to practice their math skills in a free online platform. Each grade level is aligned to Standards and covers a multitude of math concepts. BrainPOP Jr. Geared to helping kids from Kindergarten to 3rd Grade. This site offers tons of educational games and videos on subjects like social studies, math, science, art and history.
Storynory This website features a vast collection of audio stories where children can read along to the text. The Family Literacy Calendar includes engaging daily activities, songs, educational games, and an online book via One More Story that changes daily. The site also provides a link to the TumbleBook online book of the day.
Fordham University's Thirty-two resources for entertaining energetic preschoolers during daycare and preschool closures Vroom Designed for parents and caregivers of children ages Vroom is a global program of the Bezos Family Foundation. It is their belief all parents have the potential to create a bright future for their children.
Their free, science-based tips and tools help parents and caregivers give children a great start in life today—and an even better future. Pebble Go Resources designed for parents in educators for students in Kindergarten — Grade 3. Currently their resources are free during school closures. Pebble Go provides for read-alouds to appropriate texts for students in Kindergarten — 3 rd Grade. Each read-aloud provides for extended learning opportunities. Some of the topics covered are animals, biographies, dinosaurs, science, and social studies.
These stories are geared towards students in prekindergarten — third grade. On average, the videos are 5 minutes to 10 minutes in length, depending on the story. English Language Arts. Includes lesson plans, activities and projects, etc. Resources are filterable by grade level, learning objective, theme, etc. New York Times Learning Network Activities for students include writing, current articles and trends, crosswords, multimedia, and contests.
Teachers resources are organized based on content areas. Readworks Readworks offers free content and curriculum for grades K It includes remote learning resources for educators, families, and students.
Content includes reading passages, question sets, paired texts, vocabulary, ebooks, audio narrations, and lessons and units. Audible Stories Grades K Offers free streaming on all devices where students and families can access a variety of books across educational levels. Books are available for listening in six different languages. No sign-in or subscription is required.
Quill Grades K Provides free writing and grammar activities for elementary, middle, and high school levels. Includes lessons, diagnostics, and assignments allowing teachers and students to work together. Poetry Foundation Grades K This site offers a collection of over 40, poems for children, teens, and adults.
The collection is organized by genre and includes, but is not limited to, historical time periods, culture, pastime, and humor. Students also have access to archived and current Poetry magazines, poems read aloud by poets, and Poetry magazine podcasts.
Library of Congress Grades K Students, families, and educators can discover the world of books. Available and free to the public, this site offers digital collections, resources and lesson plans for educators and parents, books for kids, teens, and adults, poetry, and archived historical images and documents. StoryCorps Grades The largest single collection of human voices ever gathered through interviews with Americans about their lives.
The For Educators webpage provides teachers with ways to use StoryCorps in their classrooms and free, step-by-step lesson plans about the interview process. Teachers can use The Great Thanksgiving Listen project to provide an opportunity for high school students from diverse backgrounds to share important issues and experiences by recording an interview with an elder, mentor, friend, or someone they admire using a free app.
SHAPE has created a collection of resources from the field to help districts provide high-quality, standards-based lessons for physical and health education in the short-term. Districts may adapt, repurpose or use the resources provided to best meet the unique needs of their students. Resources are organized by Elementary, Middle and High School levels. Body and Mind Grades A resource for teachers that provides information and resources that helps students make healthier lifestyle choices for teachers.
Sesame Street Preschool - Grade 2 Sesame Street has free health related videos, printables and learning-at-home resources for teachers and families.
Gus on the Go! With 10 interactive lessons, engaging vocabulary reviews and delightful games, learning a new language has never been this fun! Duolingo Duolingo is a platform that includes a language-learning website and mobile app, as well as a digital language-proficiency assessment exam.
The app and the website are accessible without charge, although Duolingo also offers a premium service for a fee. With over million users, this web-based platform is appropriate for most levels of learners basic reading skills required. Babbel Babbel is a subscription-based language learning app for the web that has both free and paid versions. There are about 40 classes in the free version. Babbel takes a traditional approach to language learning.
The classes are categorized into degrees of difficulty or types of learning. Also adding more depth to the lessons are the sections on culture, teaching students about the people and places where the language is indigenous.
Students can learn vocabulary that is most relevant to their lives by choosing courses specific to travel, business, or other scenarios. Memrise Memrise is a language platform that uses spaced repetition of flashcards to increase the rate of learning. With courses in 16 languages, students can watch and learn real conversational language from native speakers and get a personalized learning experience that gives the learner just the right level of challenge to keep them motivated.
Additional supplemental materials, including parent tip sheets may be found at Great Minds Eureka Math.
Each eMath Instruction course consists of video lessons and homework sets. These resources are available for free download except for answer keys on each course page.
For each lesson there is a full length minute YouTube video. Watson and Skinner , the two major representatives of behaviorism, analyzed how learning is affected and influenced by environmental changes.
They focus on learning as influenced by changes in behavior. Thus, behaviorism proposes an objective perspective of the observable reactions of the learners, and emphasizes the control of behavior caused by external stimuli and reinforcements. With the use of media for lectures, the defined learning objectives should be achieved.
The use of computers is justified by the fact that certain information and cue stimuli are presented, which create and induce the desired learning behavior. If this behavior can be observed, it should be followed by feedback to reinforce it.
But based on the learning theory of behaviorism, the use of digital media as a teaching tool is not justified through this theoretical position.
Through the use of new media, in particular through the use of the Internet, defined learning objectives can be inadequately achieved because online research by a learner on the Internet will differ from the other learners and therefore will trigger different learning processes. Furthermore a digital learning environment makes it difficult for teachers to evolve a deep relationship with the learners as in traditional face-to-face classrooms.
Having said this, there are new technologies that offer possibilities for synchronous communication, to give feedback and to reward the learners in real time. Cognitivist Theory of Learning - Learning by Insights In contrast to behaviorism, cognitivism is concerned with processes inside the learner. Generally speaking, cognitivism can be defined as follows: the processes by which an organism acquires knowledge of his environment, including perception, imagination, thinking, judgment or language.
Knowledge is acquired through cognition Edelmann, , p. The pre-existing knowledge of learners is important for information processing, because any new knowledge is combined with the existing knowledge of the learners. Therefore, learning is determined through the personal aims, individual attitudes and prior knowledge of the learners. New knowledge arises from the synthesis of perception and existing knowledge structures Edelmann, , pp.
Thus, in cognitivism the learner is no longer considered as a passive recipient. Learning is a more active process, in which the learners receive information to adapt into their existing knowledge structure. The learners are not influenced by external stimuli but treat external stimuli actively and independently Tulodziecki, , p. So the learner is like an acting, interactive recipient of mediated learning opportunities.
Furthermore, cognitivism presumes that learners select incoming information, organize it as coherent mental representations and integrate it into existing representations Mayer, , p. Therefore, multimedia presentations are particularly suitable for the transfer of knowledge. It can be taken for granted that the spoken word and appropriate visualizations are conducive to the learning process. Constructivist Theory of Learning - Learning Through Personal Findings, Experiences and Interpretations In constructivism it is assumed that reality is not an objective truth, but that learners construct their own subjective reality.
In contrast to the transition from behaviorist to cognitivist approaches, the main focus of constructivism is not the subject matter, but rather the learners and their ways of actively dealing with information. So learning is considered as an active and constructive process that is always contextual and situational. Learning is no longer restricted to the pure reproduction of factual knowledge.
It is expected of learners, that they are able to utilize what they have learnt in a flexible way. While doing this, learners determine for themselves what and how they learn, in the context of their own learning experiences.
The knowledge is not easily transported, but rather individually constructed and considered as open, diverse and dependent on individual and social contexts Gruber et al. Constructivist teaching approaches aim to make possible active, self-directed and relevant self- motivated learning. In addition, the structure of various combinations and processes of understanding is supported.
Hence, constructivism concentrates not on teaching, but on learning within specific learning environments. The everyday knowledge, the preferred learning strategies and the individual knowledge of learners are the main point of learning theory analysis.
Educational constructivism strategies for traditional classrooms are, for example, projects where the learners work on their own to discover themselves, or group projects which allow collaboration with other learners through interaction. Regarding this, the constructivist theory of learning in online education makes discovery learning and critical thinking exercises, through synchronous communication and collaboration, an immense learning experience for learners.
Communication obstacles can arise during the whole online education process, including in the design of the course, the development of course materials, organizing online collaborative working situations etc.
For this study, the following types of barriers, which directly or indirectly affect communication, are seen as significant: technical, physical, cultural, emotional, gender and personal barriers. But firstly, to use new technologies for online teaching and learning, the necessary technical equipment must be provided. Adequate hardware and software as well as Internet connection are of great importance to prevent technical barriers. Other issues with online education are a lack of access to teachers, and the time needed for learning online.
Online courses provide a more comfortable teaching and learning environment but learners are more likely to be disturbed by noise and by others. Also, cultural barriers may be expressed in ethnicity, religion etc. This also refers to the variations in language for teaching or learning, accent, the use of different dialect, slang, jargon, colloquialism, acronyms and abbreviations.
Furthermore, with a change from face-to-face communication to online communication, emotional barriers can be observed. This change in environmental conditions can result in an absence of emotional connection between teachers and learners, which can lead to feelings of isolation, fear and mistrust. Another significant challenge in online education can be defined as a gender barrier, which relates to a difference in the usage of technology between female and male teachers and learners.
Additionally, personal feelings can be defined as barriers that influence the communication in online courses. The students are from the first and second grade of different departments. The students were chosen randomly and signed the consent form before answering the questions. The gender ratio of the students was almost equal.
The students involved in the survey are from different regions of Turkey. Regarding the teachers, semi- structured interviews were conducted with five female and five male teachers. One in three students uses web search engines very often. All learners have used a search engine at some point in their lives. One in ten learners never uses this kind of online media tool.
One in three students declared that he or she never uses online-games websites. Having said that, two in three students do use online games. Half of the students do not use online banking.
One in three learners never uses online shopping websites. Half of the learners use some kind of online shopping site.
One in ten says that they do online shopping very often. Since learners are chosen randomly, regardless of their educational departments, it is assumed that those who answered positively are likely to be from the computer programming department.
This could be established with further research. The majority of learners are capable of dealing with technical issues such as software problems, computer formatting and hardware problems. The learners from the computer programming department, claim that they manage to solve almost all their computer related problems. In Turkey, online teaching and learning methods are both synchronous and asynchronous; both methods are used whenever online education is part of the higher education system Yeniad, , p.
One in three of the students finds the online teaching materials provided by their teachers satisfactory. What type of resources should be used? This chapter aims at exploring how digital and media literacy education can be integrated into teacher education courses through the presentation and discussion of the results of a program on digital storytell- ing implemented at the University of Florence Italy.
In this chapter, we shall focus on the experimentation carried out in Italy where a digital storytelling program was delivered in in the Laboratory of Educational Technology for teacher education in Primary School. This program aimed at enabling students to understand and manage the whole pro- cess of Digital Storytelling DS in educational settings. The chapter illustrates and discusses the main findings of the experimentation focusing on the effectiveness of educational contents and activities, the satisfaction, the sustainability of the DS program, the levels of student participation and the transferability of acquired skills.
Firstly, it introduces the theoretical and methodological framework of the study, then it describes and discusses the results with some recommendations for practice, and finally it concludes with more general considerations on the role of media and digital literacy in teacher education and future research directions1.
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Original Textbooks. Professional Documents. Reflective Journals for Teachers. Scaffolded Notes. School Nurse Documents. Science Centers. Service Learning. Study Guides. Task Cards. Teacher Manuals. Test Prep. Thematic Unit Plans. Unit Plans. Whole Courses. Word Walls. Don't see what you looking for? Some filters moved to Formats filters, which is at the top of the page. All Resource Types. Sort: Relevance. Students write stronger opinion essays argumentative in 6th using these printable or digital fact-based paired passages, or paired texts, about social media.
Students are given an engaging focus question, then read these perfectly paired passages to formulate strong opinions. Students search the t. Informational Text , Reading , Writing-Essays. Lesson Plans Individual , Printables.
Show more details. Wish List. Ready to incorporate a little media into your literacy program? This two week unit lets your students explore the world of Cookie Commercials!
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