Today’s Contributor: Armando Salinas
“Play is the highest form of research.” — Albert Einstein
Increasing technological use in the classroom is easier than it may seem. The adoption rate of these practices is impressively steep, mainly because students are willing to learn anything in this realm. It is very important to learn from this as teachers: students can learn anything they will. In Eastern cultures it is considered unethical to teach someone that doesn’t want to learn. Here is where we come in, spotting these avenues in drive, and then facilitating their journey just enough. Seeing how steep their learning is curved can reassure us they can learn anything when they’re willing.
Here are a few apps I recommend and their links, along with how they can be implemented into daily routines:
(Student driven digital portfolios and simple parent communication. )
A good way to implement is to add students one by and have them involved in the set up. Then, before releasing them into to centers, have them come to you and walk them threw the registration process. Have them follow the process of selecting the “add”, “post”, “photo” and then “camera” icons followed by a green “check”. They will select their name then then finally select the “check” again.
(District Resource- an award-winning, comprehensive e-learning program used by more than four million students and educators around the world.)
Login to the website and change student names and passwords to simple form (ie. “Leo” instead of Leonardo with “1234” as the password). Then walk them through the login process and before you know it, they’ll be doing it on their own.
(District Resource- DreamBox is PreK-8 math solution driven by a technology that’s as unique as the students)
This is subject to campus availability but is currently being adopted by the district. My only suggestion is to require students to earn one or two tokens before moving on to other apps.PUPPET PALS 2
(Children can use their imaginations to create high quality cartoons.)
(Augmented Reality coloring apps: print, color and see your drawing in beautifully hand-animated 3D worlds.)
Remember: the main goal is to take steps in the direction of technological innovation. With that said, technology – like anything – has its drawbacks. Screen time and its addictive tendencies are a genuine concern. The social implications of an unbalanced use of technology are real. A great example would be that of a hammer- you can use one to build a house or destroy a house. The hammer is just a tool; how we use it is vital. The key is balance.