What If Ideas Were Currency?
What if–in pursuit of learning–hobbies, expertise, and original thinking were currency? What if you had to trade one idea to get another?
What if–in pursuit of learning–hobbies, expertise, and original thinking were currency? What if you had to trade one idea to get another?
Modeling, mind mapping, fast listening, and hands-on learning are just a few strategies for using assistive technology in the classroom.
The Listening Teacher: Getting Feedback From Students contributed by Jane Healey, A Teacher Trying Harder To Listen “The single most important thing I learned in this class is that I don’t have to have tons of homework to learn a lot.” Mid-year or more frequently, I ask students to complete an evaluation form. I craft…
Teaching children to play chess has many benefits, such as developing critical thinking skills, concentration, and perseverance.
These 15 apps are aligned with Common Core math standards and are great for building math skills. The list is separated by grade level.
The Priorities Of Teaching For Change contributed by Olivia Odileke As an educator, you hold a position of immense responsibility in shaping the future of our society. To truly make a difference, becoming ‘fearless’–a teacher who isn’t afraid to push boundaries and take risks–may be one path forward. In, ‘How a Good Teacher Becomes Great,’…
Statistics is not merely a tool; it is a pillar of modern STEM education.
This Full Sensory mindfulness activity, combined with the ‘non-thinking zone,’ are important assets for teachers and students.
The rise of technology used in classrooms has made learning much more interactive. Here are 11 tools for better project-based learning.
Once viewed with skepticism, online education is becoming a tool for empowering the next generation of social workers.
Zulip is an open-source team collaboration and communication platform. Threading allows for organized conversations with multiple topics.
Can apps actually promote creativity in students? Any media is capable of that–from books and plays to video games–and yes, apps.