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Showing posts with label Apps. Show all posts
Showing posts with label Apps. Show all posts

Tuesday, August 9, 2016

10 Reasons I Use @TenMarks Math In My Classroom





by Scott Newcomb, Grade 4 Teacher, OH:


We teachers are inundated with choice when it comes to tech tools. I started using TenMarks Math 2 years ago and have not looked back since. Here are the top 10 reasons I use TenMarks Math in my classroom:


1. Curriculum Aligned


TenMarks Math has aligned content standards by grade level, which makes it easy to provide whole class, blended, or small group instruction. TenMarks Math Assignments provide standards-aligned, rigorous math practice, which can be used to introduce or review concepts. TenMarks Math Lessons provides teachers with a comprehensive set of resources to guide effective instruction for each math standard - contextual overview, learning trajectory, ideas to assess readiness, and lessons for foundation, core instruction and enrichment – for use before and during class, accessible on any device, anytime.


2. Immediate Feedback


As a teacher, I feel that immediate feedback is extremely important. One of the best features of TenMarks Math is that it gives instant feedback to students regarding their correct or incorrect responses. It also gives an explanation using pictorial representations, which are great for those visual learners.


3. Embedded Videos to Reinforce Concepts


If a student does not understand a certain topic while doing a TenMarks Math assignment, there is a video that explains the math concepts with many visuals. These videos help to review or reinforce content material. Throughout the year, I noticed many students watching the videos to grasp a better understanding of the concept that was presented to them.


4. Real-Time Guidance with Hints


If a student has difficulty with a concept while doing their TenMarks Math assignment, they have the option of clicking on a hint on the right side of the screen. A student can use up to three hints per question. The hints are scaffolded. So, the first hint starts out very basic. Then, the second and third hints gradually become more detailed. The hints do not give away the entire answer. So, this feature is great for those students who need more assistance or remediation.


5. Similar to State-Testing Format


Many states have opted for computerized state testing. So, it is important for the students to be more tech savvy. By using TenMarks Math, I noticed that the students felt more comfortable completing math problems on the computer. TenMarks Math gives students the opportunity to see different types of math problems. In addition to basic types of problems, like multiple choice, constructed response, and checkboxes for multiple answers, the assignments also offer interactive questions, such as drag and drop, graphs for plotting geometric figures, and classification tables for sorting different objects. So, using TenMarks Math is a great way to familiarize students with a computer-based test.


6. Gamification


As the students complete assignments, they earn coins that they can later use at TenMarket. In TenMarket, students can play 10 games. Some of these games include Bounce Prediction, Taxi Pickup, Sky High, Cheese n Mouse, and many more. Students can also view the certificates that they have earned by completing different assignments. This is a terrific way to motivate students!


7. Mobility


TenMarks Math has a free mobile app that works well on iPads and other mobile devices. This year, I used the mobile app more than the desktop version. The students enjoyed using their iPads because they were able to move around and collaborate in an effective manner.


8. Student Engagement


Throughout the year, I have used TenMarks Math in a variety of ways. At the beginning of the year, I used it mostly as review. As the year progressed, I used TenMarks Math to introduce new concepts and to challenge students with new concepts. I also held contests with Jam Sessions. The students absolutely loved this! I set the timer and allowed the students to pick a math concept. The students then completed as many problems as they could within the allotted time. The students were rewarded based on how many questions they answered correctly within the allotted time.


9. Up-to-Date Data on Dashboard


The Report tab in TenMarks Math dashboard provides access to instant data. Teachers can easily locate percentages on assignments and jam sessions. The data is color coded and separated by content standards and dates completed.


10. It is completely free!


TenMarks Math is free to all teachers. TenMarks Math Premium can be purchased for extra features including standards-based and grade level assessments, one-click differentiation, and real-time interventions. Visit the website to learn more about TenMarks Math Premium.

Overall, I feel that TenMarks Math made a major impact on my students’ math achievement this year! Sign up for free at TenMarks Math!

Wednesday, April 27, 2016

10 Must-Have Math Apps


Looking for ways to increase student engagement in your classroom? Try these game-based educational apps that make math a whole lot of fun!

1. Operation Math (Spinlight Studio) - James Bond meets math facts. With this app, students will travel around the world, trying to defeat Dr. Odd. Students will complete timed missions in addition, subtraction, multiplication, and division. When completing these missions, students can earn different types of watches and uniforms. Operation Math has over 100 different missions that the students can complete.

2. Quick Math and Quick Math+ (Shiny Things) - Students really enjoy Quick Math and Quick Math+because they can use their finger as a stylus and just write the answers on the screen. In Quick Math, students are given the option of doing addition, subtraction, multiplication, and division. Quick Math+offers more challenging activities that test memorization, estimation, and indices.

3. YodelOh Math Mountain (Spinlight Studio) - This app, reminiscent of The Price is Right game show, takes place in the Alps. The objective is to answer as many fast facts as possible before falling off the mountain. If a student answers a problem correctly, they move closer to the summit of the mountain. As the students are completing math problems, they also have to watch for sheep trying to knock them off the mountain. This fast-paced, interactive game holds student interest by putting a twist on the memorization of fast facts.

4. Factor Samurai (Third Rail, LLC) - This app helps students decipher between prime and composite numbers. Factor Samurai puts a different spin on the game Fruit Ninja, but instead of slicing fruit, the students must slice composite numbers into prime numbers. Students can earn different colored swords by slicing only composite numbers. This app also challenges students by giving them three different levels to choose from: grasshopper, apprentice, and master.

5. Math Bingo (ABCYa!) - Math Bingo uses all math operations: addition, subtraction, multiplication, and division. Students can get a bingo by correctly answering math facts presented vertically, horizontally, or diagonally on a grid. When a student completes a bingo, the app unlocks games such as “Bingo Bug Bungee,” “Math Stack,” and “Math Fling.” All of these games help students learn math facts in a unique way.

6. Math Planet (Playpower Labs, LLC) - Math Planet offers math apps for first through fifth grade while also providing a middle school app. Students can explore different planets and solve problems related to number sense, fractions, decimals, geometry, and all of the math operations. Math Planet is a fun way for students to learn math skills!

7. Math Slicer (Thumbstorm, LLC) - Math Slicer is a great way for students to learn their math facts. Students slice the answers to addition, subtraction, multiplication, and division problems. As a math problem appears on the screen, two answers fly though the air and a student must "slice" the correct answer with their finger.

8. iTooch Math (eduPad) - iTooch is based on the Common Core standards and covers mathematics, science and language arts for grade 1-5. With this app, students can take practice tests and earn grades for each of the content standards. This app offers a multitude of visuals to help students gain understanding of the content.

9. GeoBoard (Clarity Innovations, Inc.) - This app creates a digital geoboard. Students can create geometric shapes with different colored rubber bands. The boards are shaped in squares, rectangles, and circles. This app can be used to illustrate polygons, to identify types of angles, and to create congruent figures.

10. Slice Fractions (Ululab) - If you are looking for a fun way to learn or teach fractions, then Slice Fractions is for you. Slice Fractions involves a world-traveling mammoth trying to solve different math problems related to fractions while collecting interesting hats along the way. This app includes puzzles that incorporate fraction symbols, fraction parts, comparing fractions, problem solving, and adding fractions. This is a well-constructed app that's perfect for 5- to 12-year-olds.

Try these apps to keep students engaged and motivated in math through the last weeks of school. Be sure to let us know how it goes in the TenMarks teacher communities on Facebook and Twitter!

Cross-post from TenMarks Blog

Saturday, November 14, 2015

10 Questions That Must Be Answered When Going 1:1


1.  What types of mobile learning initiatives have other school districts
      started?

While planning a mobile initiative, start by looking at what has already been done.  Talk to neighboring school districts.  Find out what has worked well and what has not.  Reaching out on twitter is another possibility.  Following hashtags such as #mlearning, #slide2learn, #iOSedApp, #edtech and #edchat can be beneficial.  Educators on twitter are always willing to share their ideas and experiences.  Here is a list of educators on twitter that share their expertise on twitter: @web20classroom, @tonyvincent, @iPodsibilities, @lkolb, @SNewco, @Ignatia, @kylepace and @elemenous.

2.  Where is the funding coming from?
Many districts give up on mobile learning initiatives before they even gets started due to lack of funds.  It is important to be creative when thinking about funding.  School districts can look into E-Rate funding, local and national grants, local company contributions and help from their PTO. Sometimes starting small is the most important aspect.  Starting out with a pilot program can be very valuable for not only teachers but the students as well. 

3.  Is the initiative sustainable?
Everyday in the news you hear about a school district buying a ridiculous amount of devices.  Was this plan really thought out?  Will it last more than two years?  It is also important to think about upgrades and broken devices.  What is the cost of repairs, replacements and upgrades?

4.  How does the district plan on using the devices?
Are the students just using these devices for testing purposes in class, or are they going to be able to bring the devices home for personal use?  All teachers need to be onboard and be willing to make use of them on a daily basis.  Students need to know the importance of the device and the many ways this resource can be used. Will these devices follow the students throughout their educational career?  In many districts, students will use the same device throughout the entirety of their education. 

5.  What device is right for your student population?
Many schools go to device is the iPad, but it is important to look at all options and functionality. Some schools feel that Chrome Books are the better route for their students.  How will the students be using the devices?  Will a keyboard be needed?

6.  Is an Acceptable Use Policy set in place?
An acceptable use policy, also called a responsible use policy, must be set in place before the roll out of the program.  Students, teachers and parents need to have an understanding of what is expected in and outside of the classroom when using devices.  Acceptable Use Policy Resources via @cybraryman1

7.  Have the teachers bought into the idea of the initiative?
This is the fastest way to kill a mobile learning initiative.  All of the teachers need to be on board.  The students will follow the lead of the teachers.  If the teachers are positive, the students will enturn be more likely to have a positive outlook regarding the use of these devices. Once again, it is important to get a group of positive teachers involved in a pilot program.  These teachers can then help out the teachers that are more apprehensive about introducing mobile devices into their classroom.

8.  Where is the professional development going to come from?
I have found that the best professional development comes from teachers teaching teachers.  Before I began using mobile devices in my classroom, I had the opportunity watch it in action in a different classroom.  Visit other school districts that have had success!

9.  Are there technology leaders in each building that will keep the initiative   
going in a positive direction?
It is always important to have a go to technology leader that is willing to take the time to work with teachers that are not as tech savvy.

10.  What apps will the students benefit from using?
Resources for Apps in the classroom.
12 of the Best Math Apps for Kids via @TeachThought
50 of the Best Free Apps for Teachers via @TeachThought
APPitic: App Lists for Education via @APPitic

Friday, June 13, 2014

Interview with @DavidBFox the Designer of @RubeWorks App

1.  How long have you been involved with gaming and app developing?

I’ve been involved in gaming since 1977 when my wife, Annie, and I opened the Marin Computer Center, a nonprofit public-access microcomputer center. We’d acquire games for our computers, review them for the magazine, Creative Computing, and work with the publisher to convert them to other computers (e.g., from the TRS-80 to the Apple II).
            
My first game was “Mix and Match Muppets” for Children’s Television Workshop. Then many games at Lucasfilm Games/LucasArts.
            
I started building apps (for mobile) in 2010, with our first ones based on Annie’s Middle School Confidential graphic novel book series.

2.  What inspired you to design the app Rube Works?
Skype in the Classroom with David Fox.

I’ve always loved Rube Goldberg machines. I remember reading his cartoons in the Sunday newspaper when I was a kid in the 1950s. His wacky humor struck a chord with me.

After building several book apps, I was ready to do a game, and a Rube Goldberg machine seemed like a good idea. While researching the competition, I noticed that all of the games’ descriptions said “Rube Goldberg-like” or “in the style of Rube Goldberg”. It struck me that none actually had the word “Official” in their title or description. On a whim, I found RubeGoldberg.com and sent an email. Jennifer George called me from Rube Goldberg, Inc. the next morning! After about 10 minutes, she casually revealed she was Rube’s granddaughter. Wow!

3.  How long did it take to develop the app Rube Works?

 I was working on the project about two years before it was first released. The first year was focused on designing the game, building prototypes, and getting funding for it. The second year was on production.

4.  How many people were involved in the design of Rube Works?

For just the design, I’d say the core group was comprised of six people, including Jennifer, Joseph Herscher (“The Page Turner”), and two game designer friends from my LucasArts days, Ron Gilbert and Noah Falstein.

5.  What was the most difficult level to create on Rube Works?

Probably a toss-up between the Orange Juice level with the octopus and the Take your Picture (first selfie) with the acrobat, mouse, and fly. Both had a large number of complex interactions that resulted in bugs layers upon layers of bugs we we had to fix.

6.  What is your favorite level on Rube Works?
Rube Works promotes problem solving skills.

Easy question, level 2, “Simple way to slice a turkey”. It is definitely the edgiest one (in terms of humor), and a bit dark. You have to laugh, and then you feel bad you’re laughing. This was the one I chose as my prototype demo level, and it was the first one we built as a proof of concept.

7.  Are you currently working on any new apps?

Yes, getting close to releasing “Middle School Confidential 3: What’s Up with My Family?” 

8.  What games inspired you when you were growing up?

There were no computer games when I was growing up, but I played lots of board games, checkers, chess, Chinese checkers, card games… I did love going to the penny arcade (though it was really a dime arcade). None of those games were electronic, though… mostly mechanical with moving parts, lights, and sound.

9.  What games did you work on with LucasArts?

My first game was Rescue on Fractalus! which was released in 1984 and was one of the first two games Lucasfilm Games (LucasArts’ name then) released. Then Labyrinth (based on the film of the same name, which Lucasfilm produced), Maniac Mansion (I was the SCUMM scriptor), Zak McKracken and the Alien Mindbenders (designer, project leader, SCUMM scriptor), and Indiana Jones and the Last Crusade: The Graphic Adventure (co-designer, SCUMM scriptor). I did work as a producer on Pipeworks and then as the designer on a location based entertainment project, Mirage, which was intended for theme parks but was never released.

10.  What is the best advice you would give to students that are interested in creating an app?

Do it! Start with one of the simpler development environments, like Corona SDK, or possibly look into the HTML5 systems (I’m not familiar with these though). Either work on your own, or get together with some friends who have abilities you don’t. You’ll need a designer, programmer, artist, sound designer, and lots of testers. And of course you will need someone who takes the lead in the project to help manage the flow.
           
 If you’re not ready to dive in, then find some books on app creation, or if you want to create a game, do some research on game design. Then play many different games and evaluate them, thinking about what you’d do differently.


Download on iTunes App Store:  http://bit.ly/iTunesRubeWorks
Download on Google Play for Android:  http://bit.ly/AndroidRubeWorks

Here is a preview of the app with the @RubeWorks official trailer.
RubeWorks is designed by @UnityGames, @ElectrcEggplant, @DavidBFox & @RubeGoldberg