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:

Wheel Decide: Spin the Wheel to Pick a Random Topic

Wheel Decide - Spin the Wheel to Pick a Student, Topic, or group
Wheel Decide – Spin the wheel to pick a random answer, person, or topic

WHO: Teachers looking for a fun and fair way to let students pick topics at random for class work.

HOW: Visit  http://wheeldecide.com/, click to modify the wheel, add topics, give the wheel a title, and pick advanced options. Choices can removed after they have been landed on, color scheme can be changed, seconds to spin, and more.

WHEN: Wheel Decide is great to have student pick topics for presentations and projects. Teachers could also use it to pick topics for review games in class.  Another option would be to randomly call on students during class time. Wheel Decide is also very useful to studying vocabulary or even assigning teams. After creating a wheel, teachers can copy the embed code to their classroom LMS or website.

Below is a wheel for countries involved in World War II.

 

BreakoutEdu Digital – Engaging Digital Activities

WHO: Teachers looking for an engaging activity to build skills including critical thinking, problem solving, team work, persistence, patience, internet research and more!

HOW:  I tried activities with grades 7-8 on laptops, and grades 5-6 on iPads.  While we were in a 1:1 environment utilizing small groups, these could be done in groups of 3-5 students with one device or as an entire class together.

Visit http://www.breakoutedu.com/digital, I suggest starting with “Og’s Great Adventure” for yourself.  This will help you understand what the students will be looking for.  In both of the events I helped with, the students worked on “San Diego Vacation“.

During these events, locks will be listed on the left hand side. These locks could be words, numbers, directions, colors, etc..  Students need to search on the screen for links.  Many will be hidden and users need to pick up on subtle clues to find where to click.  These will take you to clues, hints, puzzles, or riddles. These answers could be the locks, or could give you something to search for in order to unlock the code.

WHEN: Breakouts are great activities for team building and can be used to leave lasting memories with your students here at the end of the day. The students I worked with were deeply engaged, focused for the entire time, and had huge smiles on their faces, even when they were frustrated.  The best part is being around the students when they have the “a-ha” moment of solving a lock on their own.

FlipQuiz: Online Review Gameshow

WHO: Teachers looking for an easier way to make gameshow style review games in the classroom.

HOW: Sign up for an account at http://flipquiz.me/, then either start creating your own board, or search for the topic you are covering.  After creating an account, the user can choose between the free version or the paid version.  Upgrading allows the user to copy other boards, have the game keep score (must do this manually with free account), upload images, create flashcards for students, and more.

WHEN: FlipQuiz is a great option for weekly/semesterly review.  Students enjoy playing gameshows, working in teams, and competing with each other. FlipQuiz makes this process much easier, and is saved online for future use.

Mission US: Immersive Games for U.S.A. History

WHO: Teachers and students looking for a way to bring US History to life.

HOW: Students need a computer (I haven’t tried it out on an iPad at the time of writing this post), an internet connection, and register for an account.

WHEN: Mission US is a great option to use in class or to have students play at home.  Currently there are four options to choose from.

Mission 1: For Crown or Colony, set in 1770 as a 14-year-old in Boston.

Mission 2: Flight to Freedom, set in 1848 as a 14-year-old enslaved in Kentucky

Mission 3: A Cheyenne Odyssey, set in 1866 as a Northern Cheyenne boy.

Mission 4: City of Immigrants, set in 1907 as a Jewish 14-year-old from Russia.

Quick Start Video Tutorial: Quizizz – Engaging Digital Formative Assessment

quizizz

Original post regarding Quizizz was created on February 3, 2016.  View it here.

WHO: Teachers that are looking to move away from worksheets and paper based exit tickets.

HOW: Sign up for an account on Quizizz and get started!

WHEN: Quizizz is great for formative assessment, engaging closure to lessons, or even as homework.

Here is a tutorial video to get started with Quizizz in your classroom:

PhET – Interactive Simulations for Math and Science

 

PHET

WHO: Teachers looking for interactive simulations to use in science and math classes.

HOW: While not required, it’s worth the few seconds to register for an account. PhET is free, but there is an option for donations to help support. The teacher can sift through the large variety of topics to find what they are currently covering in class. These simulations could be projected in front of the class to work as a whole, or posted to a classroom website for individual or small group work.

WHEN: PhET would be useful during lectures or as assigned work. These simulations allow for experiments without needing to purchase a wide variety of supplies. The embed option makes it simple for teachers to add to their LMS of choice.

Osmo: Combining Digital And Physical Learning

osmo-play-beyond-the-screen

WHO: Teachers and parents looking to make sure screen time is educational.

HOW: Osmo is available for purchase online at https://www.playosmo.com/en/order/?cc=us or at select retailers.  The starter kit includes a base, Tangram, and Words for $79 and the Genius kit adds Numbers as well.  You need to create an account for Osmo in order to start using the apps.  There are five apps available in the App Store; Masterpiece, Newton, Numbers, Words, and Tangram.

Masterpiece: Students learn how to draw while working on hand-eye coordination.  Users can make drawings that already exist in the app, or take a picture where they are at.  The app will then convert the picture into lines.

Newton: Students can draw lines on a piece of paper or incorporate items they have around them.  The goal is to make the balls bounce into the goal.

Numbers: Students are given a math problem and soon they discover that with multiple ways to get the correct answer.  Students will then learn that they can be creative to get answers to the questions.

Words: Students can play individually or against a partner.  Pictures are put on the screen with missing letters at the bottom.  Students put the letters in front of the iPad in order to solve the riddle.

Tangram: Students use the shapes provided to solve puzzles in the app.

 

WHEN: Osmo is great for station work.  Students will quickly be fully engaged in using Osmo, they will feel like they are playing a game instead of learning.  Osmo also offers lesson plans for teachers looking to include it in class, view them here: https://www.playosmo.com/en/schools/

Mystery Science – Ready To Go K-5 Science Lessons

Mystery_Science-Stacked-Small

WHO: Teachers looking for engaging activities tied to NGSS for their K-5 Science lessons.

HOW: While they are currently developing lessons for K-5, there are lessons available for classes in grades 2-5.  Teachers head over to http://mysteryscience.com/, sign up for an account (currently free until the end of the school year, annual membership pricing available here), and then select a lesson.  Each lesson starts with a questions and contains three components.  First is a video lesson, followed by a hands on activity, and also includes a list of materials needed for activity preparation.

WHEN: These lessons are great for science curriculum.  Teachers may use them once a week or model their entire course around them.

Trading Card Creator From ReadWriteThink

rwt

WHO: Teachers looking for a way to engage students in learning more about historical or fictional figures, characters, and places.

HOW: ReadWriteThink  provides lesson plans and materials for creating the trading cards.  Teachers direct their students to the interactive.  Students will then upload an image and fill in the information to create the card.

WHEN: Trading Card Creator is a great tool to allow students to demonstrate mastery of content.