This unit focuses on the diversity of life at Hartje School Forest …
This unit focuses on the diversity of life at Hartje School Forest and centers around NGSS Standards on Ecosystem Interactions, Energy and Dynamics. Field experiences in observing and recording the diversity of life, seed dispersal methods, plant pollination, and plant life cycles will support science disciplinary core ideas, cross-cutting concepts, and hands-on engineering practices.
Lessons on this topic teach students about the effects of digital drama, …
Lessons on this topic teach students about the effects of digital drama, cyberbullying, and hate speech on both themselves and their larger communities. Students explore how individual actions -- negative and positive, intentional and unintentional -- can affect their peers and others. They're encouraged to take the active role of upstander and build positive, supportive online communities, and they will learn how to cultivate empathy, compassion, and courage to combat negative interactions online.
Even though young kids aren't online yet, early lessons on cyberbullying can easily connect to the social and emotional skill-building that happens during early elementary school. By focusing on empathy and compassion, conversations about cyberbullying can give young kids a foundation for future positive online experiences. For older kids, teachers can help students reflect on their own behavior and build strategies for how to respond when they witness cyberbullying.
Introduce cyberbullying in your classroom with one of these four essential lessons, each of which can be modified for use in slightly older or younger grades:
The Games & Gaming Round Table (GameRT) of the American Library Association …
The Games & Gaming Round Table (GameRT) of the American Library Association (ALA) provides a venue for networking and collaboration for library workers interested in the use of games and gaming in libraries.
The Games & Gaming Round Table (GameRT) of the American Library Association …
The Games & Gaming Round Table (GameRT) of the American Library Association (ALA) provides a venue for networking and collaboration for library workers interested in the use of games and gaming in libraries. GameRT was formed in 2011 and with members from all types of libraries, GameRT encompasses a wide variety of viewpoints, situations, and user types.
The mission of the GameRT is to:
- Provide a forum for the exchange of ideas and concerns surrounding games in libraries; - Share resources to the library community that support building and maintaining library game collections; - Advocate for initiating and supporting game programming in libraries; - Create an awareness of, and need for, the support of the value of gaming and play in libraries, schools, and related learning communities; - Create an awareness of the value of games and gaming in library outreach and community engagement plans.
This is a fairly comprehensive list of resources related to educational uses …
This is a fairly comprehensive list of resources related to educational uses of gaming and role-playing scenarios. It includes sections on the basics of multiplayer scenarios, the pedagogical concepts they embody, introductions to different types of multiplayer scenarios (escape rooms, edu-LARPs, megagames like Model UN, and alternate reality games), examples of activities for each, and an extensive bibliography covering books, podcasts, articles, and organizations related to each page of the resource.
From their About Page: "Since our inception in November 2018 (Founded by …
From their About Page: "Since our inception in November 2018 (Founded by Susan Banks and Courtney Craven), Can I Play that? (CIPT) has grown from a hobby site to a destination for players and developers alike that provides all forms of accessibility information on video games and the industry. Reviews, news stories, and features at CIPT exclusively report on the ever-growing presence and adoption of accessibility features within the gaming industry. Our work has been read and shared internally at studios around the world, such as Xbox, PlayStation, Ubisoft, Square Enix, and countless others, with support from Xbox and PlayStation executives, Phil Spencer and Hermen Hulst.
Can I Play That? works to share stories that influence game updates, inform disabled players, educate and entertain players and developers, and provide a voice for one of the largest player bases in the industry.
We have also developed professional workshops that tackle topics such as diversity, equity, and inclusion, and accessible community management. These workshops are available for studios to book, and we have already worked with Xbox, Ubisoft, Splash Damage, Square Enix, Creative Assembly, and more are to come as we expand our offerings"
How many dots will be on the screen after the last bell? …
How many dots will be on the screen after the last bell? Through the use of videos and a couple of helpful clues, students are challenged to use counting, patterns, and algebraic thinking to determine how many dots (and even what colors!) will be on the screen (covered in the first Act) after the last bell.
This is the world's largest site for arts integration and STEAM in …
This is the world's largest site for arts integration and STEAM in K-12 education. Contains standards-aligned lesson plans, free printables, online courses, certification and conferences for professional development credit. They cover arts integration, advocacy, research, assessment, classroom management, curriculum, organization, PBL and the arts and classroom strategies.
Finance Dissertation Help" provides comprehensive assistance to students tackling complex finance-related research …
Finance Dissertation Help" provides comprehensive assistance to students tackling complex finance-related research projects. With expert guidance and support, students can navigate through various topics such as financial analysis, investment strategies, and market trends. From formulating research questions to conducting data analysis and writing the dissertation, this service offers invaluable assistance at every stage of the process. Whether you're struggling with literature review or statistical analysis, finance dissertation help ensures that students receive the necessary guidance and resources to produce high-quality research output.
How many small squares of chocolate are in a whole Fruit & …
How many small squares of chocolate are in a whole Fruit & Nut bar? Through the use of videos, estimation, and discussion, challenge your students to find out!
Controversial issues are complex topics that are grounded in conflicting values or …
Controversial issues are complex topics that are grounded in conflicting values or opinions and can result in emotional reactions and public dispute. Schools may avoid difficult issues that could bring forth feelings of fear, confusion, or anger. Addressing these issues, however, can motivate students to learn and make relevant connections to their local and global communities. For students to become active and engaged citizens, they will need civil discourse and reasoning skills, as well as tolerance, empathy, compassion, and an interest in civic knowledge.
Early Literacy Specialists and Educators may use this power point individually or …
Early Literacy Specialists and Educators may use this power point individually or with staff for development of literacy practices K -2. This tool was designed by the Early Literacy Wisconsin State Reading Association Leadership team. This tool has been used with with teams wishing to deepen their early literacy understanding by reading, discussing the book. The use of the power point will enable educators to strengthen individual and team practices. This tool enables educators to dynamically dig into I am Reading by Kathy Collins and Matt Glover generating close reading and conversation of educators.
In 2013, Kurt Squire and Constance Steinkuehler led the "Video Games and …
In 2013, Kurt Squire and Constance Steinkuehler led the "Video Games and Learning MOOC" at University of Wisconsin-Madison. This video series, presented by Learning & Literacy Specialist, James Paul Gee, was a part of that course.
This quick-to-view, accessible video series explores the 13 "Good Learning Principles" found within well-designed video games; these learning principles align precisely with similar beneficial learning principles that are widely embraced within successful classrooms and other educational environments. The series' components were originally identified and discussed in James Paul Gee's book "What Video Games Have to Teach Us About Learning and Literacy" (https://us.macmillan.com/books/9781403984531/whatvideogameshavetoteachusaboutlearningandliteracysecondedition).
The videos offer educators of all types that are interested in the learning principles of well-designed games a swift yet comprehensive overview of usable language and pedagogical concepts related to effective games-based learning; this information can be used to spark further research and discussion, or could be utilized to develop new learning pathways and methodologies in libraries and classrooms.
YouTube Video Description: "Video games aren’t just fun, they can be powerful vehicles for learning as well. In this course, we discuss research on the kinds of thinking and learning that go into video games and gaming culture, benefits and drawbacks of digital gameplay, tensions between youth culture and traditional education, and new developments intended to bridge that growing divide."
How many Krispy Kreme donuts are in this giant box? Through the …
How many Krispy Kreme donuts are in this giant box? Through the use of photographs, an email from the Krispy Kreme company, and a news report, students are challenged to use estimation and measurement to determine exactly how many Krispy Kreme donuts fit into the extra large box.
Open Educational Resource textbook that covers many topics about gamified learning and/or …
Open Educational Resource textbook that covers many topics about gamified learning and/or online learning. With chapters on educational board gaming, educational escape rooms, techniques for blended-learning classrooms, developing digital literacy, the digital divide, and a chapter on academic integrity in virtual learning.
Since 1999, Concordia College & University® of Delaware has made it possible …
Since 1999, Concordia College & University® of Delaware has made it possible for adult learners to finish their college degree online, in one day, while continuing with their daily lives. Life experience degrees are designed for adult learners who exhibit core competencies of knowledge, skill and experience in some field of interest.
As COVID-19 forces education at all levels online, employers are seeing a significant jump in the number of job applicants who have earned or completed a degree online.
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