This edWebinar offers a review of the field of robotics, links to free resources, and real-world stories from the industry today that can be shared in the classroom.
Summer brain drain or the summer slide occurs when students, especially those from low-income families, lose some of the academic skills and knowledge learned during the previous school year. According to Erin Mulcahy, Senior Product Strategy Lead of Education at littleBits, during an edWebinar hosted by edWeb.net summer brain drain has a significant impact on elementary-aged students as the two-thirds of the achievement gap between lower and higher income 9th graders can be explained by summer learning loss. These early summer learning losses also have later life consequences, including whether students drop out of high school and attend college.
For teachers that have always wanted to use augmented reality (AR)—tech that overlays content on top of the real world—but haven’t had the chance to explore it, Jaime Donally has heard you. In her presentation “Creating Classroom Content in Augmented Reality,” she gave attendees some inside help on which apps to use in the classroom. With programs ranging from beginner level to current AR practitioners, she offered 10 apps that can help educators get started with no coding skills needed.
In a recent edWebinar, Michelle Luhtala, Library Department Chair, and Donna Burns, Technology Integrator, both from New Canaan High School in Connecticut, showcased the transformation of the NCHS library from a collection of used reference and biography books into a living, breathing makerspace. Using mostly recyclable materials, equipment and furniture, these educators are providing learning opportunities for students and teachers that have changed the school climate and culture. “Making learning more real for students allows them to learn better in a much more energized school,” said Luhtala.
The principles of learning have been around for centuries while only in the last 20 to 30 years has the science of learning been studied. According to Paul W. Ownby, Senior Product Manager at Learning.com, during a recent edWebinar, the science of learning focuses on how we learn and how we can maximize the retention and storage of information in our brains. By engaging all three areas of the brain, thinking (pre-frontal), sensing (sensory), and feeling (limbic system), thinking, creativity and identity skills are activated and maximum learning occurs. Leveraging the science of learning, classroom educators can design content activities that are efficient, engaging, model persistence, and reinforce student identity.
In this edWebinar, Dr. Azadeh Jamalian discusses best practices for bringing hands-on coding and STEAM into your school and review guidelines on coding.
In this edWebinar, learn how leveraging aspects of the Science of Learning can improve the effectiveness of any curriculum—digital, or otherwise.
In this edWebinar, Dr. Azadeh Jamalian, Head of Education Strategy at littleBits, discusses best practices on applying for STEM and coding grants
In this can’t-miss edWebinar, you’ll hear from Jon Samuelson, Innovation Strategist at Beaverton School District, Beaverton, OR, who is actively combining coding with STEAM learning objectives.
In this edWebinar, Dylan Portelance and David Ko explore the power and limitations of human perception, a history of sensors and the technology.