This document provides guidance for teachers on helping 5-year-old students become competent digital learners in the 21st century. It outlines various age-appropriate activities students can engage in with technology, such as playing computer games with family, reading books with friends, using math games, Skyping grandparents, and learning basic keyboarding skills. The document also lists digital tools students can use for drafting, publishing, and reading, and provides links to additional online resources on classroom management, literacy, and math for early learners.
For quite a few summers, I've taught kids ages 11-14 an Introduction to Programming Course held at the Young Scholars Institute. The kids start not knowing anything and after 5 days they have written full games using Java and Processing.org. I will do an overview of how and what I teach them, their learning process and how to keep them interested, and what I've discovered through the years. There will also be a few demos of the games the kids have written, including Tron Light Cycle, a version of Guitar Hero, and others. (Demos not in the presentation) You can watched the talk at http://www.ustream.tv/recorded/2370164
My books- Learning to Go https://gumroad.com/l/learn2go & The 30 Goals Challenge for Teachers http://amazon.com/The-Goals-Challenge-Teachers-Transform/dp/0415735343
Resources at http://www.pearltrees.com/shellyterrell/teacher-zen/id12262771
For quite a few summers, I've taught kids ages 11-14 an Introduction to Programming Course held at the Young Scholars Institute. The kids start not knowing anything and after 5 days they have written full games using Java and Processing.org. I will do an overview of how and what I teach them, their learning process and how to keep them interested, and what I've discovered through the years. There will also be a few demos of the games the kids have written, including Tron Light Cycle, a version of Guitar Hero, and others. (Demos not in the presentation) You can watched the talk at http://www.ustream.tv/recorded/2370164
My books- Learning to Go https://gumroad.com/l/learn2go & The 30 Goals Challenge for Teachers http://amazon.com/The-Goals-Challenge-Teachers-Transform/dp/0415735343
Resources at http://www.pearltrees.com/shellyterrell/teacher-zen/id12262771
My books- Hacking Digital Learning Strategies http://hackingdls.com & Learning to Go https://gum.co/learn2go
Resources at http://shellyterrell.com/graphicorganizers
Hacking Homework - AR triggered by GPS locations, tactile objects or printBrendan O'Keefe
The idea for Hacking Homework came from two experiences I had in early 2012.
First was my teenage daughter with her continued poor homework experiences and second was when I began to really think about incorporating Augmented Reality into school environments with the idea that learning opportunities could use location based technologies and AR to connect to the real world spaces.
Last year I attended AR camp in Canberra Australia and this is where I solidified my ideas into something I believe can work for many teachers.
Why Hack Homework?
Homework happens outside of school so this works for students and teachers with no BYOD policy for students. Students can use their own devices and local areas to access this new way of connecting with learning outside the classroom.
Homework is in dire need of reinvention and the 'Flipped Classroom' model is ideal for this kind of treatment. Recent technology and accessibility to it means most students have access to a smart phone, tablet, iPad or iPod touch.
AR is now available for most all mobile devices and suited for bundling rich media online content.
I believe homework bundles can be placed virtually in public spaces or around a school to further engage students in movement, technology fueled quests and learning trails.
Homework bundles can be triggered by GPS locations, tactile objects or printed materials with reference images or QR codes.
My books- Hacking Digital Learning Strategies http://hackingdls.com & Learning to Go https://gum.co/learn2go
Resources at http://ShellyTerrell.com/Google.html
Jamboard is simple as a Whiteboard, But very Smarter. Quickly pull in images from a Google search, save work to the cloud automatically, use the easy-to-read handwriting and shape recognition tool, and draw with a stylus but erase with your finger – just like a whiteboard. This presentation describes the procedure of how to use Google Jamboard and its features.
This ppt consist some of the web tools of creativity.
WordArt.com is an online word art creator that enables you to create amazing and unique word art with ease.
My books- Hacking Digital Learning Strategies http://hackingdls.com & Learning to Go https://gum.co/learn2go
Resources at http://shellyterrell.com/graphicorganizers
Hacking Homework - AR triggered by GPS locations, tactile objects or printBrendan O'Keefe
The idea for Hacking Homework came from two experiences I had in early 2012.
First was my teenage daughter with her continued poor homework experiences and second was when I began to really think about incorporating Augmented Reality into school environments with the idea that learning opportunities could use location based technologies and AR to connect to the real world spaces.
Last year I attended AR camp in Canberra Australia and this is where I solidified my ideas into something I believe can work for many teachers.
Why Hack Homework?
Homework happens outside of school so this works for students and teachers with no BYOD policy for students. Students can use their own devices and local areas to access this new way of connecting with learning outside the classroom.
Homework is in dire need of reinvention and the 'Flipped Classroom' model is ideal for this kind of treatment. Recent technology and accessibility to it means most students have access to a smart phone, tablet, iPad or iPod touch.
AR is now available for most all mobile devices and suited for bundling rich media online content.
I believe homework bundles can be placed virtually in public spaces or around a school to further engage students in movement, technology fueled quests and learning trails.
Homework bundles can be triggered by GPS locations, tactile objects or printed materials with reference images or QR codes.
My books- Hacking Digital Learning Strategies http://hackingdls.com & Learning to Go https://gum.co/learn2go
Resources at http://ShellyTerrell.com/Google.html
Jamboard is simple as a Whiteboard, But very Smarter. Quickly pull in images from a Google search, save work to the cloud automatically, use the easy-to-read handwriting and shape recognition tool, and draw with a stylus but erase with your finger – just like a whiteboard. This presentation describes the procedure of how to use Google Jamboard and its features.
This ppt consist some of the web tools of creativity.
WordArt.com is an online word art creator that enables you to create amazing and unique word art with ease.
Inspiring Kids to Code Using Scratch and Other ToolsChad Mairn
In today’s age, it is important to have a basic understanding of computer programming, but it can be difficult to teach these skills to kids unless fun tools are introduced to help make programming easy. In this webinar, learn Scratch, a “programming language that makes it easy to create your own interactive stories, animations, games, music, and art” that will teach “important mathematical and computational ideas, while also learning to think creatively, reason systematically, and work collaboratively.” Other tools and applications will be covered to give kids practice programming while having fun!
Source: http://info.scratch.mit.edu/About_Scratch
In today’s age, it is important to have a basic understanding of computer programming, but it can be difficult to teach these skills to kids unless fun tools are introduced to help make programming easy. In this webinar, learn Scratch, a “programming language that makes it easy to create your own interactive stories, animations, games, music, and art” that will teach “important mathematical and computational ideas, while also learning to think creatively, reason systematically, and work collaboratively.” Other tools and applications will be covered to give kids practice programming while having fun!
Source: http://info.scratch.mit.edu/About_Scratch
1. I’m 5 but I am
a
21st century
learner
5 year olds can do more
than what you think but
sometimes they need
some guidance. Find out
ways to guide your
students on their path to
being a competent
digital learner in the 21st
Century.
2. Playing
computer
games
with Dad
Reading
with a
buddy
5. Keyboarding
Year O-1
Thumbs only on the space bar
Hold the mouse correctly
Single click and Double click
mouse
Keep mouse on mat
Click on items
Click and drag items
Can recognise some letters on
Keyboard
Can use the 'Magic Line'
http://classroommanagementandelearning.wikispaces.com/Keyboarding
22. References
• (2007). ICT Teaching and Learning. Retrieved October 4, 2012, from
http://sharpjacqui.blogspot.com/.
• (2011). classroommanagementandelearning - home - Wikispaces. Retrieved October 4, 2012,
from http://classroommanagementandelearning.wikispaces.com/.
• 2010). LiteracyandICT - home - Wikispaces. Retrieved October 4, 2012, from
http://literacyandict.wikispaces.com/.
• (2010). mathsandelearning - home - Wikispaces. Retrieved October 4, 2012, from
http://mathsandelearning.wikispaces.com/.
• (2012). Junior Wikis - Coolschoolwikisandblogs - home - Wikispaces. Retrieved October 4,
2012, from http://coolschoolwikisandblogs.wikispaces.com/Junior+Wikis.
Special thank you to Chloe and Maddy
for their photos