Essential Apps for the 1:1 Classroom #AppyHour

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In this lesson from Common Sense Media’s AppyHour, educators Lisa Butler and Jennifer Halt introduce essential digital tools for one-to-one classrooms, including Animoto, Google Earth, Google Art Project, and Schmo. These apps enhance student engagement and learning by facilitating video creation, exploring cultural landmarks, experiencing art, and simplifying complex subjects. Additionally, they highlight Graphite, a platform for reviewing and discovering educational apps, encouraging teachers to share their insights and experiences.

Essential Apps for the 1:1 Classroom

Welcome to Common Sense Media’s AppyHour, where we explore essential apps for one-to-one classrooms. Today, we will delve into some fantastic digital tools that can enhance learning experiences. If you’re unfamiliar with Graphite, it’s a platform by Common Sense Media that offers ratings and reviews for educational apps, websites, games, and digital curricula. Teachers can also contribute their own reviews, which we’ll demonstrate later.

Meet Our Presenters

Joining us today are Lisa Butler and Jennifer Halt. Lisa is a middle school teacher at Hershey Middle School in Pennsylvania, where she teaches sixth-grade social studies and has a background in teaching Spanish. She is passionate about integrating technology into education. Jennifer Halt is the education program manager at Common Sense Media, based in Pittsburgh, and she is enthusiastic about engaging educators with digital media tools.

Exploring Essential Apps

We will discuss four key tools: Animoto, Google Earth, Google Art, and Schmo. These tools are particularly useful for one-to-one classrooms, where each student has access to a digital device.

Animoto

Lisa introduces Animoto, a user-friendly video creation app available on both web and mobile platforms. It allows students to create videos by selecting themes, adding pictures, text, and music. The focus is on storytelling, making it accessible for students to produce engaging content quickly. Lisa shares that her students enjoy using Animoto to create tutorials and projects, highlighting its versatility across different devices.

Google Earth

Next, Lisa discusses Google Earth, a powerful tool for visualizing cultural and historical locations. Students can explore landmarks like the Statue of Liberty and other significant sites worldwide. Google Earth is also useful for language learning, such as giving directions in Spanish. Its high engagement level and extensive educational resources make it a valuable addition to any classroom.

Google Art Project

Jennifer introduces the Google Art Project, which offers an immersive experience in exploring art and artifacts. Students can compare artworks and take virtual field trips to places like the Grand Canyon. The project aligns with Common Core standards and provides lesson plans and project ideas, making it suitable for various grade levels.

Schmo

Finally, Jennifer presents Schmo, an educational resource that simplifies literature and math concepts. It includes character analyses, summaries, and engaging videos to help students grasp challenging topics. Schmo is mostly free, with some premium features, and is ideal for K-12 students as a homework aid or classroom supplement.

Discovering Graphite

Before concluding, we introduce Graphite, a free service offering rigorous ratings and reviews of digital learning tools. Educators can register for free, explore top picks for different subjects, and contribute their own reviews to the community.

Thank you to our presenters, Lisa and Jennifer, for sharing their insights. We hope you find these tools beneficial for your one-to-one program. Don’t forget to explore Graphite and join the conversation on Twitter. Have a great day!

  1. How do you think the integration of apps like Animoto and Google Earth can transform the learning experience in a one-to-one classroom setting?
  2. Reflecting on Lisa Butler’s and Jennifer Halt’s roles, how important do you think it is for educators to be enthusiastic about digital media tools? Why?
  3. What are some potential challenges you foresee in implementing tools like Google Art Project and Schmo in a classroom, and how might you address them?
  4. In what ways can storytelling through video creation, as facilitated by Animoto, enhance students’ understanding and retention of educational content?
  5. Considering the features of Google Earth, how might this tool be used to support interdisciplinary learning across subjects such as geography, history, and language arts?
  6. How can the Google Art Project be utilized to meet Common Core standards while also fostering creativity and critical thinking in students?
  7. What are the benefits and limitations of using a platform like Graphite for educators seeking to integrate new digital tools into their curriculum?
  8. Reflect on a time when a digital tool significantly impacted your learning or teaching experience. How does that experience relate to the tools discussed in the article?
  1. Create a Video Project with Animoto

    Use Animoto to create a short video project. Choose a topic relevant to your studies, such as a historical event or a scientific concept. Select images, add text, and choose music to enhance your storytelling. This activity will help you practice digital storytelling and presentation skills.

  2. Virtual Exploration with Google Earth

    Embark on a virtual field trip using Google Earth. Select a cultural or historical site to explore, and prepare a brief presentation on its significance. This will enhance your research skills and provide a deeper understanding of global landmarks.

  3. Art Analysis with Google Art Project

    Choose an artwork from the Google Art Project and conduct an analysis. Compare it with another piece, focusing on style, technique, and historical context. Present your findings to your peers, fostering critical thinking and appreciation for art.

  4. Literature and Math Simplification with Schmo

    Utilize Schmo to simplify a complex literature or math topic. Create a summary or character analysis, or solve a challenging math problem using the platform’s resources. Share your simplified version with classmates to aid their understanding.

  5. Contribute a Review on Graphite

    Explore an educational app or tool on Graphite and write a review based on your experience. Focus on its educational value, ease of use, and applicability in a one-to-one classroom setting. This will enhance your evaluative skills and contribute to the educator community.

Here’s a sanitized version of the provided YouTube transcript:

Welcome to Common Sense Media’s second app, the Hour on Air for Graphite! We’re excited to have you join us today as we discuss essential apps for the one-to-one classroom. If you haven’t heard of Graphite, I encourage you to check it out during our session. Graphite is a new service from Common Sense Media that provides ratings and reviews for digital learning tools, including apps, websites, games, and digital curricula. One exciting feature of Graphite is that teachers can add their own reviews, which we will demonstrate at the end of the session.

We have Audrey, our social media specialist, here with us, and she will be tweeting along at #AppyHour. I’m thrilled to introduce our presenters today, Jennifer and Lisa. We will be discussing essential starter apps for your one-to-one program, especially if you’re preparing for the upcoming school year.

First, let me introduce Lisa Butler, a middle school teacher at Hershey Middle School in Hershey, Pennsylvania. Lisa teaches sixth-grade social studies and has also taught Spanish for eight years. Half of her school is one-to-one, meaning all students have some sort of device. Lisa, would you like to share a fun tech fact about yourself?

Lisa: Sure! I’ve always been really involved with technology. A fun tech fact is that I know two people with Google Glass and have had the chance to wear it for a couple of hours. I also teach a graduate class, helping other teachers learn about technology.

Thank you, Lisa! Our second presenter is Jennifer Halt, who is the education program manager at Common Sense Media, based in Pittsburgh. Jennifer, would you like to share a bit about yourself?

Jennifer: Hello everyone! I’m new to Common Sense Media and am excited to engage teachers and educators about the digital media landscape. A fun tech fact is that I was introduced to Vine by a colleague, and I haven’t stopped using it since!

Great! Today, we will discuss four tools: Animoto, Google Earth, Google Art, and Schmo. This is an informal sharing session where our presenters will provide demos and examples of how these tools can be used in one-to-one classrooms.

Let’s get started with Animoto, which is a favorite among many teachers. Lisa will describe what it is and share her review of Animoto on Graphite.

Lisa: Animoto is a simple video creation app available on both web and mobile devices. My students love it because they can use it on their iPads or iPhones. It allows them to select a theme, drag in pictures, add text, and choose music. The focus is on storytelling rather than complex editing, making it easy for students to create engaging videos quickly.

I’ve had students create tutorials for tools to share with future students, and they really enjoy it. For example, one student created a video in under five minutes! Animoto is an essential app for one-to-one classrooms because it’s user-friendly and works across different devices.

Thank you, Lisa! Next, Lisa will share her thoughts on Google Earth.

Lisa: Google Earth is a fantastic tool for visualizing cultural locations. Students can “fly” into places like the Statue of Liberty or historical sites around the world, which enhances their understanding. It can also be used for giving and following directions in Spanish, making it a versatile tool for various subjects.

The engagement level is high, and there are many resources available for educators to use Google Earth effectively in the classroom.

Thank you, Lisa! Now, Jennifer will introduce Google Art.

Jennifer: The Google Art Project is an incredible resource for exploring art and artifacts. It allows students to compare different pieces and even take virtual field trips to places like the Grand Canyon. The engagement is naturally high, and there are lesson plans and project ideas available for teachers. It’s aligned with Common Core standards and can be used across grade levels.

Lastly, Jennifer will tell us about Schmo.

Jennifer: Schmo is a unique educational resource that breaks down literature and math concepts in an engaging way. It features character analyses, summaries, and quirky videos that help students understand challenging topics. The site is mostly free, with some premium features available. It’s suitable for K-12 and can be a great tool for homework or supplementing classroom learning.

Thank you, Jennifer! Now you have four tools to consider for your one-to-one program. Before we wrap up, I want to show you Graphite, where you can find these recommended apps.

Graphite is a free service that provides rigorous ratings and reviews of digital learning tools. You can register for free and explore the top picks for various subjects. Once registered, you can also submit your own reviews, contributing to the community of educators.

Thank you to our presenters, Lisa and Jennifer, for sharing your insights today. We hope you found this session helpful and inspiring. Don’t forget to visit Graphite and continue the conversation on Twitter. Have a great day!

This version removes informal language, filler words, and any personal identifiers while maintaining the core content and structure of the original transcript.

AppsSoftware applications designed to perform specific tasks on digital devices. – Many educational apps are available to help students enhance their learning experience.

EducationThe process of facilitating learning, or the acquisition of knowledge, skills, values, beliefs, and habits. – Technology has transformed education by providing new opportunities for interactive learning.

TechnologyThe application of scientific knowledge for practical purposes, especially in industry and education. – The integration of technology in the classroom has made it easier for teachers to deliver engaging lessons.

StudentsIndividuals who are enrolled in an educational institution for the purpose of learning. – Students today have access to a wide range of digital tools that support their academic growth.

DigitalInvolving or relating to the use of computer technology. – Digital platforms have become essential for remote learning and collaboration among students.

LearningThe acquisition of knowledge or skills through study, experience, or teaching. – Online learning has become increasingly popular due to its flexibility and accessibility.

ToolsDevices or software used to carry out a particular function, especially in education and technology. – Teachers use various digital tools to create interactive and engaging lessons for their students.

ClassroomA room, typically in a school, where teaching and learning take place. – The modern classroom is equipped with technology that facilitates a more dynamic learning environment.

ResourcesMaterials or assets that can be used to support learning and teaching. – Teachers often share online resources with students to supplement their classroom instruction.

ReviewsEvaluations or assessments of something, typically in terms of quality or performance. – Students are encouraged to read reviews of educational apps before integrating them into their study routine.

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