While there's lots of conversations around about engaging today's digital learners, the solution isn't simply to use technology. I don't think anyone will agree that playing Cow Clicker is the best use of our limited classroom time.
Pixie
Software for student publishing and creativity.
Wixie
Online student publishing and creativity platform.
Frames
Create animations, digital stories, and stop-motion.
Share
Create web sites, epubs, and presentations.
Pixie
Software for student publishing and creativity.
Wixie
Online student publishing and creativity platform.
Frames
Create animations, digital stories, and stop-motion.
Share
Create web sites, epubs, and presentations.
While there's lots of conversations around about engaging today's digital learners, the solution isn't simply to use technology. I don't think anyone will agree that playing Cow Clicker is the best use of our limited classroom time.
Topics: engage, project, technology, creative, student, digital
Posted by Melinda Kolk on Oct 21, 2011 5:49:00 AM
In the last post, I talked about the natural partnership of creativity and tinkering. Once again, I am inspired by Dr. Henry Olds and want to expand on the idea of play. In his article, Iconic Pattern Play, he finds, with Dr. Walter Drew, that "unstructured, child-initiated creative play can strongly contribute to children’s growth and development."
I have recently been revisiting the joys of claymation as I have been writing a Making Claymation in the Classroom eBook.
Topics: engage, frames, claymation, motivate, student
Posted by Melinda Kolk on Apr 20, 2011 10:34:00 AM
While digital natives may be the current rage in the media, our classrooms are also full of students who are not prepared for work at grade level and are not interested in school. Many have disadvantaged backgrounds, some need help learning even basic skills, others are bored because they aren’t being challenged. Without a rich and powerful educational experience, these students will have a harder time succeeding in the world outside of the classroom, now and in the future.
Topics: creativity, engage, literacy, students, learn, 21st century classroom, technology integration, multimedia, constructivism, adolescence
Topics: creativity, engage, 21st century classroom, technology integration, science
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