This document provides a summary of 10 education apps. It lists the name, link, specific classroom uses, whether it provides student feedback, ease of use, privacy features, connection to curriculum standards, and instructions for each app. The apps cover a range of functions from communication, coding, interactive stories, gaming, assessments, and classroom management tools. Overall, the apps aim to engage and support students' learning through interactive, intuitive, and customizable digital platforms.
This document provides a summary of 10 different educational apps. It describes each app's name, link, specific classroom uses, whether it provides student feedback, ease of use, privacy features, connection to curriculum standards, and instructions. The apps cover a range of functions like communication, coding, reading, gaming, assessments, and organization. Overall, the apps aim to enhance teaching and learning through interactive, engaging, and customizable digital tools.
This document discusses and summarizes the features of several educational apps, including Quizlet for creating digital flashcards, Symbaloo for bookmarking educational websites, Class Dojo for communication between teachers/students/parents, eBooks apps for accessing digital books, PowToon for creating animated videos, online stopwatches for timers, math battle games apps, and diagnostic testing apps.
The document discusses 5 trends in e-learning for 2016:
1. Increased use of social media for collaboration between educators and students.
2. Growing popularity of e-learning games to engage students through gamification.
3. Emerging use of wearable technology like Google Glass for immersive learning experiences.
4. Development of responsive learning management systems to personalize learning.
5. Evolution of blended learning to combine different learning strategies and technologies.
The teams discussed how future schools and learning environments may look in 2020 and beyond. They envisioned schools with large, open spaces incorporating both indoor and outdoor areas for learning. Technologies like interactive whiteboards, laptops/tablets, and elearning platforms would be integrated into the learning process. Natural environments and connections to the local community were also seen as important aspects of future schools. Classrooms would provide varied, experiential learning opportunities rather than focusing solely on traditional instruction. Collaboration and relationships between students, teachers, and families would be emphasized.
The Motion Math app:
- Is an interactive app that tests elementary students on math skills in a fun way without test pressure
- Can be used for students in grades 1-3 and allows adjusting the level of difficulty
- Provides practice on a range of math topics from addition/subtraction to decimals and negative numbers
- Is useful for both students and teachers, allowing students to practice skills and teachers to evaluate their lessons
- Addresses mathematics standards for elementary students by testing on different math topics in an engaging format
This document provides descriptions and rationales for 10 educational apps for 4th grade core subjects: Class Dojo, Ted Ed, Kaizena, Spiral, Haiku Deck, Stick Around, Geography Drive USA, Google Classroom, Educreations, and Kahoot!. Each app is described in 1-2 sentences and its educational benefits and relevance for the classroom are explained in 1-2 additional sentences. The apps allow for classroom management, interactive video lessons, feedback on student work, formative assessments, presentations, puzzles, geography practice, centralized assignment tracking, video tutorials, and game-based learning, respectively.
This document discusses appropriate uses of technology in early childhood classrooms from birth to age 5. It provides examples of developmentally appropriate activities using technology for infants, toddlers, and preschoolers that promote learning through interaction. Technology should be used as a tool to enhance learning in ways that are interactive and encourage social engagement. Examples given include reading e-books to infants, apps that allow toddlers to follow directions, and letter-writing games on tablets for preschoolers. Guiding questions for appropriate technology use ask if it is developmentally matched, interactive, fosters social interaction, and prepares young children for further learning.
This document provides a summary of 10 different educational apps. It describes each app's name, link, specific classroom uses, whether it provides student feedback, ease of use, privacy features, connection to curriculum standards, and instructions. The apps cover a range of functions like communication, coding, reading, gaming, assessments, and organization. Overall, the apps aim to enhance teaching and learning through interactive, engaging, and customizable digital tools.
This document discusses and summarizes the features of several educational apps, including Quizlet for creating digital flashcards, Symbaloo for bookmarking educational websites, Class Dojo for communication between teachers/students/parents, eBooks apps for accessing digital books, PowToon for creating animated videos, online stopwatches for timers, math battle games apps, and diagnostic testing apps.
The document discusses 5 trends in e-learning for 2016:
1. Increased use of social media for collaboration between educators and students.
2. Growing popularity of e-learning games to engage students through gamification.
3. Emerging use of wearable technology like Google Glass for immersive learning experiences.
4. Development of responsive learning management systems to personalize learning.
5. Evolution of blended learning to combine different learning strategies and technologies.
The teams discussed how future schools and learning environments may look in 2020 and beyond. They envisioned schools with large, open spaces incorporating both indoor and outdoor areas for learning. Technologies like interactive whiteboards, laptops/tablets, and elearning platforms would be integrated into the learning process. Natural environments and connections to the local community were also seen as important aspects of future schools. Classrooms would provide varied, experiential learning opportunities rather than focusing solely on traditional instruction. Collaboration and relationships between students, teachers, and families would be emphasized.
The Motion Math app:
- Is an interactive app that tests elementary students on math skills in a fun way without test pressure
- Can be used for students in grades 1-3 and allows adjusting the level of difficulty
- Provides practice on a range of math topics from addition/subtraction to decimals and negative numbers
- Is useful for both students and teachers, allowing students to practice skills and teachers to evaluate their lessons
- Addresses mathematics standards for elementary students by testing on different math topics in an engaging format
This document provides descriptions and rationales for 10 educational apps for 4th grade core subjects: Class Dojo, Ted Ed, Kaizena, Spiral, Haiku Deck, Stick Around, Geography Drive USA, Google Classroom, Educreations, and Kahoot!. Each app is described in 1-2 sentences and its educational benefits and relevance for the classroom are explained in 1-2 additional sentences. The apps allow for classroom management, interactive video lessons, feedback on student work, formative assessments, presentations, puzzles, geography practice, centralized assignment tracking, video tutorials, and game-based learning, respectively.
This document discusses appropriate uses of technology in early childhood classrooms from birth to age 5. It provides examples of developmentally appropriate activities using technology for infants, toddlers, and preschoolers that promote learning through interaction. Technology should be used as a tool to enhance learning in ways that are interactive and encourage social engagement. Examples given include reading e-books to infants, apps that allow toddlers to follow directions, and letter-writing games on tablets for preschoolers. Guiding questions for appropriate technology use ask if it is developmentally matched, interactive, fosters social interaction, and prepares young children for further learning.
Supporting children's learning in ICT - Powerpoint ruksana_kadir
The document summarizes an ICT lesson where the teacher used the wordfoto app with a class of 25 year 3 students. The purpose was for the students to use the app to create artwork by describing their friends using words. Students first brainstormed words in groups and then used iPads, laptops and computers to access the app individually. With guidance from the teacher, students were able to insert photos of friends and add descriptive words to create layered artworks. The activity helped students develop ICT, literacy and social skills. The teacher reflected that integrating technology engaged the students and supported learning, especially for lower-ability students.
This document discusses strategies for teaching Generation Y students. Generation Y students grew up with access to technology and prefer visual and hands-on learning over traditional textbook methods. They expect immediate feedback and are more engaged by topics they find interesting or meaningful. Teachers need to incorporate more technology, group work, visual aids, and real-world applications into their lessons in order to effectively teach Generation Y students.
Mobile technology and devices have revolutionized education by providing new opportunities for learning. Students can use their mobile devices to access educational resources, conduct research, record multimedia content related to their coursework, and collaborate with classmates through apps. Many schools now allow students to bring their own devices (BYOD) which increases student engagement and access to online learning tools. It is important that schools provide secure infrastructure, e-safety policies and teacher training when implementing BYOD programs. Mobile devices have the potential to enhance learning by enabling creative projects, presentations, and communication in languages being studied.
Kirsty Gilbert conducted a lesson where she introduced Year 1 and 2 students to the Puppet Pals app. The students worked in pairs to retell the story of The Three Little Pigs using the app to select characters, settings, and record their story. Each pair then presented their video to the class. The lesson allowed students to learn collaboratively, communicate clearly, and illustrate a story using technology, while recalling details of the story. Kirsty observed that most students were able to use the app independently, though some pairs had one dominant child. She concluded the lesson provided learning across multiple subject areas and that incorporating more technology in lessons could benefit students with proper support for staff.
The document discusses how technology can be integrated into classrooms to improve student learning. It describes using an interactive whiteboard for morning attendance, which allows students to drag their photo to mark themselves present. Recording lessons with technology gives students access to material if they miss class. However, technology integration also faces disadvantages like technical difficulties and digital distractions. The document advocates for thoughtful technology use to prepare students for future careers and engage learners, while being aware of potential issues.
Group 2 Cara Mason and Tyler Seaton.pptxTylerSeaton3
This document reviews 10 learning apps for classroom engagement. It provides the name, link, description of uses, feedback possibilities, benefits for higher learning, and ease of use for each app, including EPIC, GoNoodle, Kahoot, ClassDojo, Prodigy, Space Chef, Clever, MyFitnessPal, Bloomz, and BrainPOP Jr. Each app is marked as "Approved" for use in the classroom.
This document discusses several apps that are useful in education. Decide Now is an app that allows teachers to randomly select students to answer questions and give rewards. Too Noisy monitors noise levels in the classroom. Remind Me allows teachers to send text reminders to students and parents. Kahoot and Plague are game-based learning apps that engage students. Quizlet, Socrative, and ClassDojo are apps that help with student assessment, feedback, and classroom management.
The document summarizes a lesson where students use an app called Puppet Pals to retell the story of the Three Little Pigs. The teacher introduces the app by demonstrating its functions. Students then work in pairs using iPads to select characters, settings and record their own version of the story. Finally, the student pairs present their videos to the class and provide self-assessment feedback. The teacher evaluates that students gained skills in collaboration, communication, storytelling and technology use while reinforcing comprehension of the source text. Areas for future improvement include choosing student pairs more strategically and incorporating more educational technology in lessons.
This document outlines Almira May Estrada Cacal's portfolio on educational technology. It includes an introduction to the author, definitions of educational technology, discussions of how technology can be beneficial or detrimental to learning, and descriptions of concepts like Bloom's taxonomy and the cone of experiences. The roles of technology in learning are explored, such as how it can transform the teacher's role from lecturer to supporter. The document emphasizes that technology should be used properly to enhance education rather than distract or replace human interaction.
This document is a portfolio from Ana Satrustegui's 2014 new technologies course at the Public University of Navarre. It includes an introduction and summaries of each of the 4 weekly lessons, which focused on developing digital competence and learning about tools like content creation, video editing, mind mapping, and rubrics. The portfolio also includes a report on how new technologies are used in classrooms at Saint Mary the Real School in Navarre, where interactive whiteboards are the main resource used by teachers.
The document reviews and evaluates several educational apps for classroom use. It provides information on how each app could be used specifically, whether it provides feedback, what thinking skills it encourages, ease of use, privacy, connection to curriculum standards, and clarity of instructions. The apps discussed cover topics like history, civics, reading, math, science, and more. In the concluding paragraph, the teacher states they chose these apps because they are free and easy to use, allow student interaction, help reinforce learned knowledge, are compatible with different devices, and help students practice skills and tools. A link to a collaborative Google Doc is also provided.
Mobile devices and apps can be effective tools for English language learning. Digital natives are accustomed to using technology and benefit from mobile learning opportunities that allow collaboration and learning outside the classroom. The document recommends several free apps to support language learning, including dictionaries, translators, ebooks, audiobooks, games, and blogs. It also provides ideas for incorporating mobile devices into classroom activities like taking photos for projects, creating videos, and using apps to practice vocabulary and pronunciation.
The document summarizes 10 educational apps for K-12 students: Duolingo for language learning, Class Dojo for classroom management and communication, ABC Mouse and Adventure Academy for standards-based curriculum, Evernote for note-taking, Plickers for formative assessments, Kahoot for review games, Remind for communication, Prodigy for math games, and Epic for digital reading. Links to each app in online stores are also provided.
This document appears to be a portfolio from a student named Ana Satrustegui chronicling her experiences in a course on new technologies during 2014. It includes introductions to various topics each week such as digital competence, digital residents, and video editing tools. The portfolio consists of reflections after completing assignments where she had to demonstrate skills like creating online exercises and digital presentations. Overall, the document shows Ana's learning process as she gained exposure to new technologies and recognized their importance for her future career as a teacher.
The document discusses several digital media tools that can be used in the classroom including Edmodo, Animoto, podcasting, Edublogs, and Zooburst. Edmodo is a social learning platform similar to Facebook that allows teachers, students, and parents to share coursework, grades, and school notices. Animoto allows users to create videos by adding pictures, video, and music. Podcasting allows people to watch and listen to instructional videos on various topics. Edublogs is a blogging site that helps students, teachers, and parents stay connected. Zooburst enables users to create storybooks by combining pictures and text.
The document discusses several digital media tools that can be used in the classroom including Edmodo, Animoto, podcasting, Edublogs, and Zooburst. Edmodo is a social learning platform similar to Facebook that allows teachers, students, and parents to share coursework, grades, and school notices. Animoto allows users to create videos by adding pictures, video, and music. Podcasting allows people to watch and listen to instructional videos on various topics. Edublogs is a blogging site that helps students, teachers, and parents stay connected. Zooburst enables users to create storybooks by combining pictures and text.
1) The document describes an ICT lesson where Year 1 students used iPads and the Pic Collage app to create wedding invitations based on plans they had drafted.
2) The teacher demonstrated how to use Pic Collage and had students work in pairs to combine their invitation ideas into a single digital invitation.
3) Students were able to insert text, change backgrounds and fonts, and provided peer feedback using a "two stars and a wish" method to reflect on their work.
Kathryn took this class initially to fulfill GE credits but became interested in how technology could impact learning. She discovered her learning preferences through the class and believes understanding preferences helps learning success. Kathryn explored various technologies and found multimedia, games, and iPods best fit her verbal, visual, active, and sequential preferences. She plans to continue using these technologies and applying note-taking and retention strategies. Kathryn also improved her sleep, diet, exercise, and social learning practices, which benefited her learning, and will maintain these personal learning techniques going forward.
The document summarizes several education apps:
- Google Classroom allows customization of classes, feedback, and assessment while maintaining student privacy.
- Vivi provides a more engaging experience for students to interact with lessons by eliminating issues with seeing presentations.
- ClassDojo is a behavior management system that emphasizes positive feedback through student avatars and rewards.
- Seesaw allows communication between students, parents, and teachers about student work and grades.
- Edulastic identifies gaps, helps students learn, and measures growth across tools that sync with Google Classroom.
- Kahoot engages and assesses students quickly while keeping lessons entertaining through customizable quizzes.
Supporting children's learning in ICT - Powerpoint ruksana_kadir
The document summarizes an ICT lesson where the teacher used the wordfoto app with a class of 25 year 3 students. The purpose was for the students to use the app to create artwork by describing their friends using words. Students first brainstormed words in groups and then used iPads, laptops and computers to access the app individually. With guidance from the teacher, students were able to insert photos of friends and add descriptive words to create layered artworks. The activity helped students develop ICT, literacy and social skills. The teacher reflected that integrating technology engaged the students and supported learning, especially for lower-ability students.
This document discusses strategies for teaching Generation Y students. Generation Y students grew up with access to technology and prefer visual and hands-on learning over traditional textbook methods. They expect immediate feedback and are more engaged by topics they find interesting or meaningful. Teachers need to incorporate more technology, group work, visual aids, and real-world applications into their lessons in order to effectively teach Generation Y students.
Mobile technology and devices have revolutionized education by providing new opportunities for learning. Students can use their mobile devices to access educational resources, conduct research, record multimedia content related to their coursework, and collaborate with classmates through apps. Many schools now allow students to bring their own devices (BYOD) which increases student engagement and access to online learning tools. It is important that schools provide secure infrastructure, e-safety policies and teacher training when implementing BYOD programs. Mobile devices have the potential to enhance learning by enabling creative projects, presentations, and communication in languages being studied.
Kirsty Gilbert conducted a lesson where she introduced Year 1 and 2 students to the Puppet Pals app. The students worked in pairs to retell the story of The Three Little Pigs using the app to select characters, settings, and record their story. Each pair then presented their video to the class. The lesson allowed students to learn collaboratively, communicate clearly, and illustrate a story using technology, while recalling details of the story. Kirsty observed that most students were able to use the app independently, though some pairs had one dominant child. She concluded the lesson provided learning across multiple subject areas and that incorporating more technology in lessons could benefit students with proper support for staff.
The document discusses how technology can be integrated into classrooms to improve student learning. It describes using an interactive whiteboard for morning attendance, which allows students to drag their photo to mark themselves present. Recording lessons with technology gives students access to material if they miss class. However, technology integration also faces disadvantages like technical difficulties and digital distractions. The document advocates for thoughtful technology use to prepare students for future careers and engage learners, while being aware of potential issues.
Group 2 Cara Mason and Tyler Seaton.pptxTylerSeaton3
This document reviews 10 learning apps for classroom engagement. It provides the name, link, description of uses, feedback possibilities, benefits for higher learning, and ease of use for each app, including EPIC, GoNoodle, Kahoot, ClassDojo, Prodigy, Space Chef, Clever, MyFitnessPal, Bloomz, and BrainPOP Jr. Each app is marked as "Approved" for use in the classroom.
This document discusses several apps that are useful in education. Decide Now is an app that allows teachers to randomly select students to answer questions and give rewards. Too Noisy monitors noise levels in the classroom. Remind Me allows teachers to send text reminders to students and parents. Kahoot and Plague are game-based learning apps that engage students. Quizlet, Socrative, and ClassDojo are apps that help with student assessment, feedback, and classroom management.
The document summarizes a lesson where students use an app called Puppet Pals to retell the story of the Three Little Pigs. The teacher introduces the app by demonstrating its functions. Students then work in pairs using iPads to select characters, settings and record their own version of the story. Finally, the student pairs present their videos to the class and provide self-assessment feedback. The teacher evaluates that students gained skills in collaboration, communication, storytelling and technology use while reinforcing comprehension of the source text. Areas for future improvement include choosing student pairs more strategically and incorporating more educational technology in lessons.
This document outlines Almira May Estrada Cacal's portfolio on educational technology. It includes an introduction to the author, definitions of educational technology, discussions of how technology can be beneficial or detrimental to learning, and descriptions of concepts like Bloom's taxonomy and the cone of experiences. The roles of technology in learning are explored, such as how it can transform the teacher's role from lecturer to supporter. The document emphasizes that technology should be used properly to enhance education rather than distract or replace human interaction.
This document is a portfolio from Ana Satrustegui's 2014 new technologies course at the Public University of Navarre. It includes an introduction and summaries of each of the 4 weekly lessons, which focused on developing digital competence and learning about tools like content creation, video editing, mind mapping, and rubrics. The portfolio also includes a report on how new technologies are used in classrooms at Saint Mary the Real School in Navarre, where interactive whiteboards are the main resource used by teachers.
The document reviews and evaluates several educational apps for classroom use. It provides information on how each app could be used specifically, whether it provides feedback, what thinking skills it encourages, ease of use, privacy, connection to curriculum standards, and clarity of instructions. The apps discussed cover topics like history, civics, reading, math, science, and more. In the concluding paragraph, the teacher states they chose these apps because they are free and easy to use, allow student interaction, help reinforce learned knowledge, are compatible with different devices, and help students practice skills and tools. A link to a collaborative Google Doc is also provided.
Mobile devices and apps can be effective tools for English language learning. Digital natives are accustomed to using technology and benefit from mobile learning opportunities that allow collaboration and learning outside the classroom. The document recommends several free apps to support language learning, including dictionaries, translators, ebooks, audiobooks, games, and blogs. It also provides ideas for incorporating mobile devices into classroom activities like taking photos for projects, creating videos, and using apps to practice vocabulary and pronunciation.
The document summarizes 10 educational apps for K-12 students: Duolingo for language learning, Class Dojo for classroom management and communication, ABC Mouse and Adventure Academy for standards-based curriculum, Evernote for note-taking, Plickers for formative assessments, Kahoot for review games, Remind for communication, Prodigy for math games, and Epic for digital reading. Links to each app in online stores are also provided.
This document appears to be a portfolio from a student named Ana Satrustegui chronicling her experiences in a course on new technologies during 2014. It includes introductions to various topics each week such as digital competence, digital residents, and video editing tools. The portfolio consists of reflections after completing assignments where she had to demonstrate skills like creating online exercises and digital presentations. Overall, the document shows Ana's learning process as she gained exposure to new technologies and recognized their importance for her future career as a teacher.
The document discusses several digital media tools that can be used in the classroom including Edmodo, Animoto, podcasting, Edublogs, and Zooburst. Edmodo is a social learning platform similar to Facebook that allows teachers, students, and parents to share coursework, grades, and school notices. Animoto allows users to create videos by adding pictures, video, and music. Podcasting allows people to watch and listen to instructional videos on various topics. Edublogs is a blogging site that helps students, teachers, and parents stay connected. Zooburst enables users to create storybooks by combining pictures and text.
The document discusses several digital media tools that can be used in the classroom including Edmodo, Animoto, podcasting, Edublogs, and Zooburst. Edmodo is a social learning platform similar to Facebook that allows teachers, students, and parents to share coursework, grades, and school notices. Animoto allows users to create videos by adding pictures, video, and music. Podcasting allows people to watch and listen to instructional videos on various topics. Edublogs is a blogging site that helps students, teachers, and parents stay connected. Zooburst enables users to create storybooks by combining pictures and text.
1) The document describes an ICT lesson where Year 1 students used iPads and the Pic Collage app to create wedding invitations based on plans they had drafted.
2) The teacher demonstrated how to use Pic Collage and had students work in pairs to combine their invitation ideas into a single digital invitation.
3) Students were able to insert text, change backgrounds and fonts, and provided peer feedback using a "two stars and a wish" method to reflect on their work.
Kathryn took this class initially to fulfill GE credits but became interested in how technology could impact learning. She discovered her learning preferences through the class and believes understanding preferences helps learning success. Kathryn explored various technologies and found multimedia, games, and iPods best fit her verbal, visual, active, and sequential preferences. She plans to continue using these technologies and applying note-taking and retention strategies. Kathryn also improved her sleep, diet, exercise, and social learning practices, which benefited her learning, and will maintain these personal learning techniques going forward.
The document summarizes several education apps:
- Google Classroom allows customization of classes, feedback, and assessment while maintaining student privacy.
- Vivi provides a more engaging experience for students to interact with lessons by eliminating issues with seeing presentations.
- ClassDojo is a behavior management system that emphasizes positive feedback through student avatars and rewards.
- Seesaw allows communication between students, parents, and teachers about student work and grades.
- Edulastic identifies gaps, helps students learn, and measures growth across tools that sync with Google Classroom.
- Kahoot engages and assesses students quickly while keeping lessons entertaining through customizable quizzes.
Leadership Ambassador club Adventist modulekakomaeric00
Aims to equip people who aspire to become leaders with good qualities,and with Christian values and morals as per Biblical teachings.The you who aspire to be leaders should first read and understand what the ambassador module for leadership says about leadership and marry that to what the bible says.Christians sh
Learnings from Successful Jobs SearchersBruce Bennett
Are you interested to know what actions help in a job search? This webinar is the summary of several individuals who discussed their job search journey for others to follow. You will learn there are common actions that helped them succeed in their quest for gainful employment.
A Guide to a Winning Interview June 2024Bruce Bennett
This webinar is an in-depth review of the interview process. Preparation is a key element to acing an interview. Learn the best approaches from the initial phone screen to the face-to-face meeting with the hiring manager. You will hear great answers to several standard questions, including the dreaded “Tell Me About Yourself”.
Joyce M Sullivan, Founder & CEO of SocMediaFin, Inc. shares her "Five Questions - The Story of You", "Reflections - What Matters to You?" and "The Three Circle Exercise" to guide those evaluating what their next move may be in their careers.
Success is often not achievable without facing and overcoming obstacles along the way. To reach our goals and achieve success, it is important to understand and resolve the obstacles that come in our way.
In this article, we will discuss the various obstacles that hinder success, strategies to overcome them, and examples of individuals who have successfully surmounted their obstacles.
We recently hosted the much-anticipated Community Skill Builders Workshop during our June online meeting. This event was a culmination of six months of listening to your feedback and crafting solutions to better support your PMI journey. Here’s a look back at what happened and the exciting developments that emerged from our collaborative efforts.
A Gathering of Minds
We were thrilled to see a diverse group of attendees, including local certified PMI trainers and both new and experienced members eager to contribute their perspectives. The workshop was structured into three dynamic discussion sessions, each led by our dedicated membership advocates.
Key Takeaways and Future Directions
The insights and feedback gathered from these discussions were invaluable. Here are some of the key takeaways and the steps we are taking to address them:
• Enhanced Resource Accessibility: We are working on a new, user-friendly resource page that will make it easier for members to access training materials and real-world application guides.
• Structured Mentorship Program: Plans are underway to launch a mentorship program that will connect members with experienced professionals for guidance and support.
• Increased Networking Opportunities: Expect to see more frequent and varied networking events, both virtual and in-person, to help you build connections and foster a sense of community.
Moving Forward
We are committed to turning your feedback into actionable solutions that enhance your PMI journey. This workshop was just the beginning. By actively participating and sharing your experiences, you have helped shape the future of our Chapter’s offerings.
Thank you to everyone who attended and contributed to the success of the Community Skill Builders Workshop. Your engagement and enthusiasm are what make our Chapter strong and vibrant. Stay tuned for updates on the new initiatives and opportunities to get involved. Together, we are building a community that supports and empowers each other on our PMI journeys.
Stay connected, stay engaged, and let’s continue to grow together!
About PMI Silver Spring Chapter
We are a branch of the Project Management Institute. We offer a platform for project management professionals in Silver Spring, MD, and the DC/Baltimore metro area. Monthly meetings facilitate networking, knowledge sharing, and professional development. For more, visit pmissc.org.
Gabrielle M. A. Sinaga Portfolio, Film Student (2024)
Top ten list
1. TOP TEN LIST:
Kendra Williams
Tori Syrotchen
Thomas Ethan Morriss
1.Name: ClassDojo
Hyperlinkto the APP: https://play.google.com/store/apps/details?id=com.classdojo.android&hl=en
Specificusesin the classroom: ClassDojoisa safe and simple communicationappforteachers,parents,
and students.Teacherscanbringparentsintothe classroomexperience bysharingphotos,videos,and
announcementsandeachstudentcancreate theirown“monster”image of themselvesandearnpoints.
Does it provide studentfeedback?How? Yes!Teacherscan encourage studentsforanyskill,like
“Workinghard” and “Teamwork”andstudentscan addtheirclassworkeasilytotheirowndigital
portfoliosfortheirparentstosee.whatkindof higherlearningthinkingskillsdoesthe appencourage?
Ease of use...isitintuitive?How? It workson all devices,like tablets,phones,computers,and
smartboardsand isfree andpromptsyou foreverynextstep.The buttonsare large and easyto see.
What kind ofprivacy doesit offer? Teacherscan postannouncementsforthe whole classtosee,or
privatelycontactindividual parents.
Are the skillsreinforcedconnectedto your curriculum standards/student outcomes? ClassDojohelps
teachersbuildapositive classroomculture byencouragingstudentsandcommunicatingwithparents.
Each weekthere isa newtheme suchas sharing,manners,notbullying,etc.The classwatchesavideo
withall theirmonsterstalkingaboutthattopicand thenthroughoutthe weekwhenthe teachersees
the studentperform/notperformthe intendedbehavior,thentheycanearna Dojo point.
Does the app provide easy to followand comprehensive instructions?provide details. Itissuper
simple tonavigate.Whenyoufirstopenthe appyouhave to selectif youare a parent,teacher,student,
or school leader.Basedonyourselectionitcustomizesthe site foryou.
2. Name:SwiftPlaygrounds
Hyperlinkto the APP: https://www.apple.com/swift/playgrounds/
Specificusesin the classroom: SwiftPlaygroundsisarevolutionaryappforiPadthatmakeslearning
Swiftinteractiveandfun.Itrequiresnocodingknowledge,soit’sperfectforstudentsjuststartingout.
Solve puzzlestomasterthe basicsusingSwift — apowerful programminglanguagecreatedbyApple
and usedbythe pros to buildtoday’smostpopular apps.
Does it provide studentfeedback?How? Yes.As soonas you make a mistake,yousee ared exclamation
mark. Justpresson itto get stepbystepguidance andhelp.If youneedmore helpyoucan justpresson
the videotutorial tohave someone walkyouthroughthe exercise andexplaineverythinginmore detail.
2. Ease of use...isitintuitive?How? It requiresnoknowledge of codingsoitoffersyoubite-sizedlessons
that buildupto havinga whole stringof code.
What kind ofprivacy doesit offer? Studentscankeeptheircode private ormake it publicforanyone to
see.
Are the skillsreinforcedconnectedto your curriculum standards/student outcomes? Yes.My school
participatesinProjectLeadThe Way. PLTW isan Americannot-for-profitorganizationthatdevelops
STEM curriculafor use byUS elementary,middle,andhighschools.InmyPLTW curriculum, there isa
whole unitonlearningtocode for2nd graders!Thisapp wouldprovide studentsanotherchance tobe
exposedtocoding.
Does the app provide easy to followand comprehensive instructions?provide details. The buildcode
checkerinstantlyoffersvaluabletipsandsuggestionssoitislike havingacode guru sittingnexttoyou
to helpyoualongand accelerate yourlearningandmake sure youdon’tgetfrustrated.
3. Name:NosyCrow FairytalesBundle
Hyperlinkto the APP: https://itunes.apple.com/us/app-bundle/nosy-crow-fairytales-
bundle/id1169999172?mt=8
Specificusesin the classroom: This appcontains6 fairytale stories:The Three Little Pigs,Cinderella,
Little RedRidingHood,Jackand the Beanstalk,Snow White,andGoldilocksandLittle Bear.Students
fromPreschool to2nd grade can use thisapp to learnaboutcommonfairytalesina funand interactive
way.
Does it provide studentfeedback?How? Yes!It allowsstudentstowalkthroughthe fairytale inan
interactive manner.Forexample,inGoldilocksandLittle Bear,itallowsyoutobe Goldilocksandexplore
the bear’shouse bytryingthe porridge,chairs,pickingwhichbed,etc.
Ease of use...isitintuitive?How? It isonlyavailable oniOSwhichcanbe a drawback.It workson all ios
devices,liketablets,phones,computers,andhasbrightcolors,clearpictures,andeasyto hear
instructionsaboutwhattodo in eachactivity.
What kind ofprivacy doesit offer? Each studentcan playon theirownandsave theirprogress.
Are the skillsreinforcedconnectedto your curriculum standards/student outcomes? Yes.In my second
grade classroomwe are currentlylearningaboutcomparingandcontrastingfairytalessoforthe past
twoweekswe readan original fairytalesuchasCinderella,andthenwe reada spin-off suchas
Cinderelephantandthencompare andcontrast those twostories.Thisappisperfectbecause each
fairytale youcanplayfrom twodifferentperspectives.Youmightlistentothe storyfromGoldilocks
perspective,butthenyoucan switchandlistentothe storyfrom Little Bear’sperspective.Thiscouldbe
put intoa classroomreadingstationandstudentscoulddothe compare and contrastworksheetafter
listeningtothe story.
3. Does the app provide easy to followand comprehensive instructions?provide details.Itissuper
simple tonavigate.Whenyoufirstopenthe appyouhave to selectwhichfairytale youwantto watch
and thenyoucan listentothe story and choose whentoflipthe page.Afterthe storyisoveryou can
playgamesrelatedtothe story.
4. Name:Kahoot
Hyperlinkto the APP: https://kahoot.com/welcomeback/
Specificusesin the classroom: Kahootis a simple andeasyAPPtouse inyourclassroom.ThisAPP
allowsthe teachertocreate fun learninggamesthatthe studentsanswerquestionsontheirown
devicesandthe game isdisplayedonasharedscreento unite the lesson.The teachercancreate and
choose the formatthat theywant itto be in.
Does it provide studentfeedback?How? Yes!At the endof the game it allowsstudentstoshare their
answerstoprovide feedbackfromthe teacheraswell asgroupdiscussionsaboutcommonlymissed
questions.
Ease of use...isitintuitive?How? It workson anydevice,evencomputersandsmartboardsso the
teacherscan share withthe whole class.The graphicsare bigand easyto use.
What kind ofprivacy doesit offer? The studentsparticipate inthe game on theirowntabletsor phones,
and thengetto choose if theywanttheiranswerssharedor not.
Are the skillsreinforcedconnectedto your curriculum standards/student outcomes? Kahootallows
teachersthe freedomtocreate theirowngame quizzesandallows the opportunitytoevenassignitas
homeworkforfurtherlearningandreinforcementof specificconceptsthatthe teacherwantsthe
studentstolearn.
Does the APP provide easy to followand comprehensive instructions? Whenyougoto the site,it
allowsyoutoeithersigninor play.If you are a teacheryoucan signin and thenfollow the stepsto
create,or youcan clickplay,andput inthe pinthe teachergivesandthenhave accessto the program.
5. Name:Classtree
Hyperlinkto the APP: https://www.classtree.co/
SpecificUsesinthe classroom: Classtree isanapp that allowsteacherstosendpermissionslips
electronicallytoparentswhocansignit righton theirdevice,sothe hassle of papers andmakingsure
kidsgive theirparentsthe permissionslipsandbringthembackiscut out.
Does it provide studentsfeedback?How? It allowsthe parentstopostquestionsorcommentsabout
the consentforms.Soit givesparentsfeedbackbutnotnecessarilystudents.
Ease of use...isitintuitive? It issupersimple touse,justselectthe formfromthe galleryorcamera,
drop an e-signlink,andthenshare!
4. What kind ofprivacy doesit offer? It allowsteacherstosendtoeach parentindividuallysothatthe
parentshave the privacyof a one on one interactionwiththe teacher.
Are the skillsreinforcedconnectedto your curriculum standards/student outcomes? The appallows
for teacherstohave an easyway to getconsentformsto go on fieldtripswith the studentstohelp
reinforce the contenttheyare leaninginclasses.
Does the APP provide easy to followand comprehensive instructions? Yes,there are three simple
stepsto sendthe consentformandthenthe parentsemail itbackand youhave a signed consentform!
6. Name:Quizizz
Hyperlinkto the APP: https://quizizz.com/
Specificusesin the classroom: Fun, interactive appthatallowsteacherstocreate quizzesandthe
studentshave avatarsand leaderboardstomake quizzesfunandchallenging.
Does it provide studentsfeedback?How? The quizzesgive the studentsfeedbackaboutwhattheyneed
to focuson more whentheystudyfortests,as well asgivingfeedbacktoteachersaboutwhatthey
mightneed tocover betterinclass.
Ease of use...isitintuitive?How? Easy to use and worksonany device withabrowser,alsohasiOS,
Android,andChrome apps.
What kind ofprivacy doesit offer? Teacherssignup andcreate an accountthat theycan create their
ownprivate quizzesorshare them.
Are the skillsreinforcedconnectedto your curriculum standards/student outcomes? Yes,the quizzes
helpreinforce the contentlearnedinclass,aswell asthe appsabilityforthe teacherto create
homeworkassignments tohelpstudentslearnmore aboutthe content.
Does the APP provide easy to followand comprehensive instructions? Yes,the appiseasyto use and
all the studentsneedtodois logon to theirclassroom.
7. Name:Plickers
Hyperlinkto App: https://plickers.com/cards
Specificusesin the classroom: Easy and efficientwayforyouto integrate technologyintoyour
classroomassessments,warm-upsordailyroutines.Withinyourclassroom, youcanuse thisapp to
allowstudentstoanswerquestions,whetherthatbe multiple choice orshortanswer,thathighlightyour
lesson.Thisallowsyoutotrack the attainmentof informationinasimple andeasyway.
5. Does it provide studentsfeedback?How? Teachersare able toprovide instantfeedbackonce the
studentsansweraquestion.Youare able to lookat theirplickercardsandsee whetherornot they
answeredthe questioncorrectly.
Easy ofuse….isit intuitive?How? As an educatorthisallowsyouto do several differentthingsatonce.
You can use thisapp to make assessmentssuchastestsor quizzes,oryoucan create dailywarm-ups
that the studentsmustanswerat the beginningof classeachday.It iseasyand efficientandcanbe
done ina matterof minutes
.What kindof privacy does it offer? Studentsare notable to track one another'sanswerchoices,each
studenthasitsown loginandpassword.
Are the skillsreinforcedconnectedto your curriculum standards/student outcomes? Yes theyare.I am
able to postinformationandaskquestionsthatare directlytiedtomycurriculumandstandardswithin
my classroom.
Does the APP provide easy to followand comprehensive instructions? VeryuserfriendlyAPPanddoes
a great jobwiththe “help”tab inbeingveryinformativeif anyproblemsdoarise.
8. Name:Stop, Breathe & Think.
Hyperlinkto App: https://www.commonsense.org/education/app/stop-breathe-think
Specificusesin the classroom: This isan APPthat youcan use inseveral differentways.Youcan setthe
tone of classinjusta short3 minute time span,while alsonotgivingupcrucial classtime that isusedin
orderto gain academicsuccess.Thisis a short meditationphase thatwillhelpyourstudentscleartheir
mindsandallowthemto relax before youstartyoulessonplan,anyassessments,oranygroupproject
work.It isshort and easyandallowsthe studentstogainan edge.
Does it provide studentsfeedback?How? The onlyfeedbackthatyouwill gainfromthisisthe
productionof yourstudentsafteryouhave setthemthroughone of the many relaxationperiodsthat
the APPprovides.
Easy ofuse….isit intuitive?How? By a simple pressof the start buttonthe studentsare putthrougha 3
minute time intervalof relaxationthroughseveral differenttypesof methods.Youcanselectupto 5
differentemotionsoutof a listof 80. Thisis a wide range of emotionsandyouwill be able totell bythe
bodylanguage of the studentsonwhatemotionsyoushouldpickduringtheirtime of relaxation.
What kind ofprivacy doesit offer? ThisAPPis one that doesnotrequire aloginor username/password
inorder to gainaccess too.
Are the skillsreinforcedconnectedto your curriculum standards/student outcomes? Yes,it provides
immediate feedbackonthe studentsandtheirinteractionswithinthe classroomsetting.
Does the APP provide easy to followand comprehensive instructions? Yes,the tabbsthatthe teacher
getsto selectfromare veryeasyto access.
6. 9. Name:Everynote
Hyperlinkto App: https://itunes.apple.com/us/app/evernote/id281796108?mt=8
Specificusesin the classroom: If youneedan easyaccessible waytoorganize yourprojectsandor
assignments,Everynote isthe waytogo.You can create notes,schedules,projectassignmentsetc.that
sinkautomaticallytoyourappor classroomgroupinwhichyouhave created.
Does it provide studentsfeedback?How? Providesstudentsfeedbackinthe factthat youare able to
see due dates,project/assignmentdescriptions,andornotesthatwere takeninclassduringthat day or
if you were absentyouare able to have direct accessto the notes.You are able to see whateveris
postedonyour classroomEverynote rightawayasit issyncedto yourgroup.
Easy ofuse….isit intuitive?How? Thisis veryintuitiveinthe factthat itsyncs to yourgroup right
wheneverthingsare postedornotesare taken,justas thisgoogle drive document.Itisalsoveryhelpful
inthe fact thatthere is a calenderandupdateswithinthe APPthatyoucan follow andthathelpsyouby
sendingalertsasto whenthingsare comingup.
What kind ofprivacy doesit offer? Studentsare givenprivacybyloginandpasswordinformationin
whichtheycan create on theirown.
Are the skillsreinforcedconnectedto your curriculum standards/student outcomes? Yes,studentsare
startingto become more responsible andare able tolearnhow to use thisAPPand learnhow itrelates
to othertechnological devicesaswell.(suchasithas the same featuresasgoogle drive documentsas
well.)
Does the APP provide easy to followand comprehensive instructions? Veryuserfriendlyandeasyto
directyourself throughthe toolbarinordertoget where youare lookingtogo.
10. Name: Educreations
Hyperlinkto the APP: https://www.educreations.com/
Specificusesin the classroom: Educreationsisa unique interactivewhiteboardandscreencastingtool
that's simple,powerful,andfuntouse.Annotate,animate,andnarrate nearlyanytype of contentas
youexplainanyconcept.Teacherscancreate short instructional videosandshare theminstantlywith
students,orask studentstoshowwhattheyknow and helpfriendslearnsomethingnew.
Does it provide studentsfeedback?How? The studentscan create lessonsandshare themwiththe
teacherto showtheirunderstandingof the course material.
Ease of use...isitintuitive?How? It iseasyto use,youcan teachfromanywhere,enableself paced
learning,see whatstudentsknow,andsave time inclass.However,itisonlyforapple products.
7. What kind ofprivacy doesit offer? Must have a login,soonlyyoucan accessyour filesunlessyoushare
them.
Are the skillsreinforcedconnectedto your curriculum standards/student outcomes? Allowsthe
teacherfreedomtocustomize lecturesandmake iteasierforstudentstostayinterestedandgetthe
mostout of the lecture.
Does the APP provide easy to followand comprehensive instructions? Yes,once youdownloadthe
app,the teacherhasthe freedomtochoose whattheywantto do to theirpresentation.