PIRATE: Engaging Lessons Course Through Ashland University

 

Are you in need of graduate credits to renew your license?  Do you want to read a REALLY good book? Would you like to combine the two?

I will be hosting an online book study (“Teach Like a Pirate” by Dave Burgess) through Ashland University starting January 7, 2018, and going through March 25, 2018.  The cost of the 1-credit hour course is $278.  Over the twelve-week course, teachers will read small parts of the book and then get together on Sunday evenings (7 PM – 8 PM EST) for a discussion over the weeks material.

COURSE DESCRIPTION: This book study course will read “Teach Like a Pirate” by Dave Burgess.  This book will examine transforming lessons using the ideas laid out by Mr. Burgess while inspiring teachers to rekindle their passion for education.  Over the twelve week program, participants will have group discussions regarding the topics throughout the book, including what it means to “Teach Like a Pirate” (don’t worry it’s an anagram), and how to set hooks to capture student attention.  Upon completion of the course, teachers will be rejuvenated and ready to transform their classroom into a place where students want to come every day.

If you are interested in signing up for the course, visit Ashland University’s Professional Development Services page for the course.

Game On World: Engaging Geography Gameshow

WHO: Teachers looking for a way to make geography interactive.

HOW: Game On World is really easy to use!

  1. Open a web browser
  2. Visit http://gameon.world/
  3. Click “Start a Game!”
  4. Choose the type (can choose multiple types from the list below)    ***There is a gear icon next to the “Game On” button that allows you to select the region and number of rounds. ***
  5. Have students sign-in using the Game ID Pin at http://gameon.world/
  6. Push “Game On”

Students will then see the question posted to the board in front of the class.  They will then have to drop a pin on the map on their screen.  Students are awarded points based on how many miles away they are from the actual location.  After the rounds have completed, the game is over and a podium is posted with the top 3 scores in the class.

Here are the types of questions that can be chosen:

 

WHEN: This is great for challenging students to learn geography.  It can also be used to complement classroom content by selecting the region the class is currently studying.  The visuals and sounds give it a game show feeling, engaging the students in their competitive nature.  This tool is great for review or to learn.

Future of Education Technology (FETC) 2018

I’ll be speaking at FETC 2018, and I’d like to see you there! FETC offers 600+ learning opportunities in a variety of formats all focused on using education technology to spark student creativity and enhance learning, including these which I’ll be presenting:

3D Printing in the Classroom – Workshop, January 23, 4-6pm
Learn all about the process Calvert Catholic Schools took to begin using MakerBot Replicator printer(s) with their students. This workshop will highlight the leadership team thought process for deciding which printer to purchase and what accessories, and it will explain the issues that popped up and slowed the process. You will learn the vocabulary of 3D printing, see examples of student work, and take a look at online sites to find lessons and inspiration. You will also experience a live 3D printer in action and start to tinker on your own and get hands-on experience by doing some basic CAD drawings using TinkerCad online.

SAVE an extra 10% by registering with Promo Code RINAMAN18

*Promo code expires 1/22/18

GooseChase: Digital Scavenger Hunts for the Classroom!

WHO: Teachers looking for engaging opportunities increase teamwork in the classroom while demonstrating content comprehension.

HOW: Teachers create a “GooseChase” full of activities and content from their class (or choose a pre-made set). These activities can be solving a text-based question, taking a picture of a teammate completing a challenge, or recording a video of the team working together to demonstrate their knowledge and/or skills.  There are activities that are already built-in to the GooseChase platform, but it is very easy to create your own.  After creating the game, teachers will then launch the game and invite students to join using the iOS or Android app.  Once the GooseChase is set into motion, participants are able to see the missions to be completed, view the leaderboard, and see what the other teams have submitted in the Activity Feed.  After the game has been completed, submissions can be reviewed as a class or individually.  The leaderboard keeps score so that the teacher can recognize the winners at the end if they choose to.

WHEN:  GooseChase is useful as an icebreaker activity to begin the school year, teamwork exercise for content review, or as a reward for exceptional classroom behavior.

 

What is GooseChase by the fine folks at GooseChase: