Commonsense Media- Excellent for digital citizenship lesson plans and gamified practice. Epic!- unlimited access to thousands of books, videos and quizzes from leading publishers a reading experience, designed just for kids! newsela-Fresh, adaptive reads for every subject. Teachers Pay Teachers- is the go-to place for educators to find the resources, knowledge, and inspiration they need to teach at their best. TumbleBooks-is an online library of picture books created by taking existing picture books and adding animation, sound, music and narration to produce an electronic picture book which you can read, or have read to you. Edutopia- resources to help you implement six transformational strategies: project-based learning, social and emotional learning, comprehensive assessment, teacher development, integrated studies, and technology integration. Pinterest-A great content sharing tool with a social media aspect. Has many fun DIY ideas for the classroom too! Padlet- virtual bulletin boards using a simple drag-and-drop system that makes it easy to collaborate in the classroom. Adobe Spark- Super-flexible design tool for crafting fabulous images, videos, and sites ScreenCast-o-Matic- Digital Storytelling site that records your computer screen with voice over.
Can Creativity Be Taught? This document outlines Louis R. Mobley's (former director of the IBM Executive School)
Recommended Reading
Literature Review Sources
Batchelor, P. (2014, July 21). This is Your Brain on Fun: The Science Behind Learning, Motivation and Having a Great Time. Retrieved December 10, 2017, from http://kitesintheclassroom.com/your-brain-on-fun/
Ciampa, K.. (2012). Electronic Storybooks: A Constructivist Approach to Improving Reading Motivation in Grade 1 Students. Canadian Journal of Education / Revue Canadienne De L'éducation, 35(4), 92–136. Retrieved from http://0- www.jstor.org.library.touro.edu/stable/pdf/canajeducrevucan.35.4.92.pdf
Dietrich, T., & Balli, S. J. (2014). Digital Natives: Fifth-Grade Students’ Authentic and Ritualistic Engagement with Technology. International Journal of Instruction,7(2), 21-34. doi:https://eric.ed.gov/?id=EJ1085266
Medina, J. (2014). Brain rules: 12 principles for surviving and thriving at work, home, and school. Seattle, WA: Pear Press. doi:http://www.brainrules.net/attention
NAEP-2015 Mathematics & Reading Assessments. (n.d.). Retrieved from http://www.nationsreportcard.gov/reading_math_2015/#reading/about?grade=4
Prensky, M. (2001). Digital Natives, Digital Immigrants Part 1. On the Horizon,9(5), 1-6. doi:10.1108/10748120110424816
Robinson, K. (n.d.). How to escape education's death valley. Retrieved November 25, 2017, from https://www.ted.com/talks/ken_robinson_how_to_escape_education_s_death_valley
Sarhandi, P. S., Bajnaid, A., & Elyas, T. (2017). Impact of Smartphone Based Activities on EFL Students’ Engagement. English Language Teaching, 10(6), 103. doi:10.5539/elt.v10n6p103
Sawang, S., Oconnor, P., & Ali, M. (2017). IEngage: Using Technology to Enhance Students’ Engagement in a Large Classroom. Journal of Learning Design, 10(1), 11. doi:10.5204/jld.v9i3.292
Sinha, S., Rogat, T. K., Adams-Wiggins, K. R., & Hmelo-Silver, C. E. (2015). Collaborative group engagement in a computer-supported inquiry learning environment. Intem. J. Comput.-Support. Collab. Learn, 10, 273-307. doi:10.1007/s11412-015-9218-y
Voke, H. (n.d.). Motivating Students to Learn. Retrieved December 10, 2017, from http://www.ascd.org/publications/newsletters/policy-priorities/feb02/num28/Motivating-Students-to-Learn.aspx