Innovation and critical thinking are part of the creativity process in the classroom. We know it’s necessary for students to experience creativity thinking in order to go deeper with their learning; but we also know there are many barriers to expressing and promoting creative thought in learning.
Emotional & social development often takes a back seat to cognitive processes involved in math readiness and reading readiness when the topic of academic learning is being addressed. However, the neuroscience literature demonstrates that emotional and social development goes hand-in-hand with cognitive development.
Today’s teachers and principals are continually on the move. In an era of constant change, increasing accountability, and new challenges, we often feel that we simply do not have the time to innovate in our schools. Principals and teacher-leaders, however, must work collaboratively to maximize time to foster strong learning communities, grow as a leader, and share out successes.
College & Career Readiness requires a range of cognitive demand throughout a lesson, but most traditional texts fail to include appropriate breadth and depth. How do we plan for instruction that includes cognition across all four levels within the time constraints of the class period? You must walk before you can run.
Many school children learn about pivotal historical happenings not from their textbooks but from feature films. Used judiciously, historical fiction can be a rich resource in the classroom, engaging students’ interest and providing educators a ready audience for discussing fact, fiction, and interpretation.
In this edWeb.net EdTech Innovators webinar, attendees learned how one principal is using technology to connect students and teachers. Delsia Malone, Principal of W.E. Striplin Elementary School in Gadsden, AL, discussed how she personally models technology use for both teachers and students, and why she made the decision to incorporate technology into all aspects of her school.
Much of the recent attention on game-based learning focuses on the value of playful exploration in the primary grades. Using two games developed by MIT – The Radix Endeavor and Lure of the Labyrinth – Carole Urbano and Susannah Gordon-Messer discussed the affordances of game-based learning specifically for STEM disciplines in the secondary grades.
Video Modeling is a mode of teaching that uses video recordings or live video to provide a visual model of instructions on how to carry out a behavior or skill. This practice meets evidenced-based practice (EBP) criteria and may be useful anywhere a student has access to video display equipment.
The number one challenge facing you as a novice teacher is the process of establishing yourself as the “authority figure” in your classroom. Unfortunately, implementing your discipline plan the wrong way actually undermines your authority!
Students and teachers can reap many benefits from 1:1 learning in their classrooms if the program is implemented thoughtfully. In this webinar, Leslie Wilson and Michael Gielniak of the One-to-One Institute discussed how districts and schools can launch their 1:1 programs in a successful and sustainable way.