After attending the ISTE convention last month, we've been reminded time and again that this year's hot piece of educational tech is the iPad. Students want it. Parents love it. Teachers use it. I wish I had it...
Best of all, it works. The iPad offers a wealth of educational opportunities, most of them geared to be flashy, fun, and rewarding. We've compiled a short list of some of the most popular educational apps being downloaded and used right now. Each of the apps below appears on the July 27 edition of appannie's Top Charts for Educational iPad apps (check out the full chart here)
FREE APPS
1. Era of Dino HD Lite
What student - or parent for that matter, don't lie - doesn't want to learn more about dinosaurs? This free app will introduce users to over 300 different dinos. Also covered are the specific eras in which these creatures lived. Slick, colorful graphics complement a wealth of interesting material. (Average rating: 4.5 stars)
2. NASA App HD
Take a tour of the galaxy - and beyond - with this fascinating app from NASA. Official video and imagery (some of which are live) enhance in-depth explorations of planets, stars, current missions, and more. Children and adults alike will lose hours in this virtual solar system. (Average rating: 4.5 stars)
3. ScreenChomp
This versatile teaching tool is like having a digital whiteboard at your fingertips. Create your own lessons with the intuitive interface. Math problems, Venn diagrams, brainstorming webs - this app can handle them all. Even cooler is the ability to record and upload your lessons to the app's website or Facebook. (Average rating: 5 stars)
PAID APPS
1. Stack the States
Students can learn about each of the United States of America with this fun app. By the time they're finished, they'll be familiar with state capitals, shapes, and locations. Bonus games, full-color pictures, and tons of questions are included. (Average rating: 5 stars)
2. Math Bingo
This popular app will make math practice much more entertaining. A balance of fun gaming and rich educational content has landed Math Bingo on several top-app lists. It's simple - students must answer math problems correctly in order to complete rows on a Bingo chart. Addition, subtraction, multiplication, and division are included. (Average rating: 4.5 stars)
3. Alphabet Fun
Invaluable for early learners, Alphabet Fun teaches and reinforces letter and number recognition and formation. It also teaches users to recognize and identify colors. Pronunciations provide clarity and speaking practice. (Average rating: not available)
What do you think of the iPad? Are you using it with your children or students? Have you tried any of the apps above? Do you know any other must-haves? Start the discussion in the comments section below!
Showing posts with label educational gaming. Show all posts
Showing posts with label educational gaming. Show all posts
Thursday, July 28, 2011
Wednesday, July 13, 2011
Calling All Classrooms

I bought my first cell phone at the age of 18, a few years behind most people my age. It took me a few weeks to familiarize myself with all the bells and whistles, which, compared to the model I use today, were next to nothing and unimpressive to boot. Nearly a decade after that first egg-shaped, no-color-screen model, I use my phone for just about everything: I send and receive e-mails, network with friends and coworkers, keep track of my budget; heck, I even place the occasional call or two. I'm not alone in having my mobile device practically bolted to my hand. Students, from elementary-level to college- and university-goers, use cell phones each and every day.
Sure, students use their cell phones to text, game, and Tweet. But the usage isn't limited to frivolous social communication and idle entertainment. Students are also using these devices to help them learn. They are using built-in calculators to help solve math problems, search engines to find sources for research papers, and teacher-recommended apps to train and challenge the mind. Some school districts are even using cell phones to help students perform well on standardized tests.
Yes, there are many negative possibilities when phone usage is permitted in a classroom. Distraction is perhaps the worst. Teachers have to either patrol the aisles like a hungry hawk or trust their students to stay away from Facebook and Angry Birds. Using technology moves away from more traditional, proven methods of education and encourages a turn-to-technology-for-everything environment. These are just a couple issues in an angry sea full of potential difficulties and complications.
It is a sea upon which we must set sail. The simple fact is that cell phones (and tablets like the iPad along with them) are too prevalent and potent to ignore. Thinking back to my archaic school days (the nineties), I wish I could open a rift in time and drop my phone into the youthful me's bulky backpack. Equipped with this space-age technology, younger me would have an entire new world of possibilities before him. He could schedule testing and project due dates. He could choose a list of books to check out from the library rather than scratching his head baffling over the Dewey Decimal System. He could download games that helped him practice in an effort to correct a persistent difficulty with math skills.
Oh, what might have been!
The students of today don't have to lament a lack of possibilities, nor wait until they're 18 years old to discover them. The world little me didn't have already surrounds them. The tools for a deeper and more effective education exist. Let's put them in the hands of our students and start soaring.
Wednesday, June 1, 2011
Plug In! Gaming in the Classroom
...Your students are on a quest. They are deep underground, beneath a massive snow-capped mountain. They are looking for an ancient relic, a relic that will save the universe from a terrible invading evil. But this relic is hidden by clever puzzles and protected by hostile guardians. The only way your students can get their hands on it is by working together to pool their intelligence and creativity. A plan is conceived, and your students voice battle cries as they charge into the epic challenge ahead...
That scenario might sound more like a Friday or Saturday night for your students; but can you imagine it taking place in your classroom? On a Monday or Tuesday morning? As an approved part of your lesson plan? Madness, you might say. There are others - a growing number of them, in fact - that want to change your mind and make such mythical classrooms possible.
Why? Education is due for a change, say those in support of gaming in the classroom. The current model is growing staler by the day, and its results are hardly encouraging. The dramatic advances in educational technology are quickly outpacing the capabilities of the standard teaching model. What better way to take full advantage of these wonderful gadgets and tools than by fashioning a new method that embraces them wholeheartedly?
Not only is the educational landscape ripe for this tactical shift; students are also in dire need of the skills provided by technology - especially those provided through gaming! The jobs of today and tomorrow demand technological know-how, a condition that will only become more concrete as time progresses. Games help students think more like machines. That might sound a bit scary on the surface, but consider the skills emphasized: problem-solving, logic, systems, cooperation - these are the skills of today and tomorrow.
So. The timing is right. The need is obvious. What more convincing do you need? How about this - your students will love it! It's no secret that certain classic aspects of teaching are boring, at least to some students - lecture, reinforcement, homework. Imagine the rejuvenation if these were connected to gaming. Might your students be a little more attentive during a lecture if they knew reinforcement would come in the form of an interactive and challenging game? Think they would do their homework before dinner if it involved a controller or tablet or cell phone? Gaming doesn't need to replace traditional methods - nor should it. There's no denying, however, that its inclusion would light a fire in classrooms around the world.
What about you? Are you ready to include gaming in your lesson plan? Or will you stand against the tech tide? Be heard in the comments section below!
That scenario might sound more like a Friday or Saturday night for your students; but can you imagine it taking place in your classroom? On a Monday or Tuesday morning? As an approved part of your lesson plan? Madness, you might say. There are others - a growing number of them, in fact - that want to change your mind and make such mythical classrooms possible.
Why? Education is due for a change, say those in support of gaming in the classroom. The current model is growing staler by the day, and its results are hardly encouraging. The dramatic advances in educational technology are quickly outpacing the capabilities of the standard teaching model. What better way to take full advantage of these wonderful gadgets and tools than by fashioning a new method that embraces them wholeheartedly?
Not only is the educational landscape ripe for this tactical shift; students are also in dire need of the skills provided by technology - especially those provided through gaming! The jobs of today and tomorrow demand technological know-how, a condition that will only become more concrete as time progresses. Games help students think more like machines. That might sound a bit scary on the surface, but consider the skills emphasized: problem-solving, logic, systems, cooperation - these are the skills of today and tomorrow.
So. The timing is right. The need is obvious. What more convincing do you need? How about this - your students will love it! It's no secret that certain classic aspects of teaching are boring, at least to some students - lecture, reinforcement, homework. Imagine the rejuvenation if these were connected to gaming. Might your students be a little more attentive during a lecture if they knew reinforcement would come in the form of an interactive and challenging game? Think they would do their homework before dinner if it involved a controller or tablet or cell phone? Gaming doesn't need to replace traditional methods - nor should it. There's no denying, however, that its inclusion would light a fire in classrooms around the world.
What about you? Are you ready to include gaming in your lesson plan? Or will you stand against the tech tide? Be heard in the comments section below!
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