Hydroponics in soda bottles (Kidsgardening) | Container Gardening Read at : kidsgardening Floating Gardens and Soda Bottles Sixth Graders Build Better Bottles “After exploring soil and basic chemistry with my sixth grade team, we talk about plant needs,” reports Los Angeles, CA, teacher W. Floating Farms Alden launched his hydroponics unit with a bit of history, teaching students that the Aztecs designed some of the earliest hydroponics systems out of necessity. Simple Soda Bottle Systems Once their raft gardens sprouted, students prepared to create individual hydroponic setups by gathering clear 2-liter soda bottles, then selecting seeds to grow. “My team teacher (who is also my wife) and I spent a day with our 60 students building the planters,” says Alden. hole in the cap. “I usually work in a chemistry lesson by having students build their own fertilizer from a variety of minerals and we sometimes experiment with ratios,” says Alden. “Food is such a puzzle for these urban kids,” says Alden.
Resources: Instruction: Common Core Standards: Mathematics Resources The Common Core State Standards for Mathematics (pdf) include content standards for each grade level, as well as eight Standards for Mathematical Practice that describe how students should engage with the subject matter. Appendix A (pdf) to the standards focuses on “Designing High School Mathematics Courses based on the Common Core State Standards.” Phil Daro Video Clip | Phil Daro chaired the mathematics work group for Common Core Standards and was a lead writer for the Mathematics K-12 Common Core Standards Committee. MARS Tasks These formative performance assessment tasks were designed by the Mathematics Assessment Resource Service (MARS), a project of UC Berkeley, Michigan State, and the Shell Centre in Nottingham England. The tasks provide a platform for professional development in schools and districts as they implement the Common Core State Standards. Curriculum Adoption Link to the Mathematics FrameworkMath Curriculum Evaluation Toolkit (pdf) Resource Links Contact
Innovative program rethinks high school | EdSource November 3, 2014 | By Michelle Maitre | 2 Comments No bells ring at this high school, and you won’t find monitors roaming the halls or restless students asking fitfully for permission to use the restroom. But you might find biotechnology students cloning carrots in the lab, or see public policy students researching ballot propositions in preparation for a community-wide town hall forum they’re organizing, or watch a group of budding computer scientists hunched over a computer monitor, creating a video game they’ve designed from scratch. “We think we are a special place,” said Rick Watson, chief executive officer at the Center for Advanced Research and Technology. The center is a public high school program located in the Central Valley city of Clovis, where about 1,400 students a year participate in half-day career-based courses featuring cutting-edge technology and equipment. What makes CART unique isn’t only its approach, but also its composition. Research suggests the model is working.
Lesson Plans and Resources for Arts Integration Tips for downloading: PDF files can be viewed on a wide variety of platforms -- both as a browser plug-in or a stand-alone application -- with Adobe's free Acrobat Reader program. Click here to download the latest version of Adobe Reader. Lesson Plans Sample arts-integration presentations, lesson plans, quizzes, and other documents from various teachers and classes at Bates Middle School. Back to Top Professional-Development Presentations Professional-development presentations provided by Pat Klos, arts-integration specialist for Anne Arundel County Public Schools in Annapolis, Maryland Arts-Integration Templates Blank templates for arts-integration documents used at Bates Middle School Additional Documents from Bates Middle School Maryland Department of Education Arts-Integration Glossary Glossary of arts-integration terms provided by Maryland's Department of Education Useful Websites on Arts Integration Bates Middle School - school's website
Crack the Books Interactive Science Books - Mobile Education Store Crack The Books™ is a state of the art, interactive book series for upper elementary students. Developed in collaboration with top universities, scientists, educators and specialists, Crack The Books™ is the ﬁrst standard based, core curriculum aligned digital book series that includes both interactive enhancements and universal design accessibility features. Designed for all students, from children with special needs to students who are academically gifted, Crack The Books™ gives educators a powerful new teaching tool to help students of all academic skill levels meet state standards for reading comprehension. Crack The Books™ are the ﬁrst interactive books that can be adjusted for reading level. Students can experience all of the content presented to their classmates, while reading at a level that is appropriate to their ability. Designed to foster reading comprehension and student engagement, Crack The Books™ science books are written in a conversational and whimsical style.
About Wonderopolis | Wonderopolis Welcome to Wonderopolis®, a place where natural curiosity and imagination lead to exploration and discovery in learners of all ages. Brought to life by the National Center for Families Learning (NCFL), our Wonders of the Day® will help you find learning moments in everyday life—ones that fit in with dinner preparations, carpool responsibilities, a stolen moment between breakfast and the bus, or within school curriculum and education programs. Wonder is for everyone. It can happen anywhere and at anytime. Connecting the learning we do in our schools, our homes, and our communities, Wonderopolis walks the line between formal and informal education. Each day, we pose an intriguing question and explore it in a variety of ways. Wonderopolis is generously supported by funding from the Verizon Foundation, and we are a proud Content Partner of its Thinkfinity Community. Since our inception in October 2010, Wonderopolis has been lauded for our fresh approach to wonder and learning. About NCFL
Read Tennessee | Teacher's Math Toolkit Home » Math » Teachers » Teacher's Mathematics Toolkit The advent of new technologies means that all adults now need to be able to reason mathematically in order to work and live in today’s society. I think it is absolutely imperative that we, as elementary educators, realize the overwhelming nature of this challenge. Zak Champagne “Making Sense of Math and Science: It’s Elementary“, Teacher of the Year, Duval County, Fla. Children need to know how to get to the answers through whatever methods make sense to them. The Teacher Math Toolkit connects teachers to evidence-based mathematical practices, mathematical content areas, and instructional modules to support high quality instruction for the different learning styles of students, Pre-K through 3rd grade. You will find four buttons at the top of each Teacher Math Toolkit page: Watch, Read, Explore and Apply.
Connectivism: A Learning Theory for the Digital Age Connectivism: A Learning Theory for the Digital Age December 12, 2004 George Siemens Update (April 5, 2005): I've added a website to explore this concept at www.connectivism.ca Introduction Behaviorism, cognitivism, and constructivism are the three broad learning theories most often utilized in the creation of instructional environments. Learners as little as forty years ago would complete the required schooling and enter a career that would often last a lifetime. “One of the most persuasive factors is the shrinking half-life of knowledge. Some significant trends in learning: Many learners will move into a variety of different, possibly unrelated fields over the course of their lifetime. Background Driscoll (2000) defines learning as “a persisting change in human performance or performance potential…[which] must come about as a result of the learner’s experience and interaction with the world” (p.11). Driscoll (2000, p14-17) explores some of the complexities of defining learning. Conclusion:
Home | Leafsnap: An Electronic Field Guide High-Adventure Science Click on any box to learn more about the research and development activities for High-Adventure Science. Check out the publications tab to read more about the High-Adventure Science curricula and research. High-Adventure Science Funded High-Adventure Science: (NSF DRL-0929774, 9/15/09 – 8/31/12, PI: Pallant, $695,075) The goal of High-Adventure Science is to bring the excitement of frontier science into the classroom by allowing students to explore pressing unanswered questions in Earth and Space Science that scientists around the world are currently investigating. Primary Research Questions How do students' scientific argumentation abilities change during and after the use of High-Adventure Science investigations? Read the High-Adventure Science Project Proposal » close this Development of “What will be Earth’s climate in the future?” In this investigation, students explore the question: What will be Earth's climate in the future? Try the Modeling Climate Change activity »
Resources Resources Math for Teaching: Ways We Use Fractions This one-page teacher resource provides an at-a-glance overview of the multiple concepts that are represented with a fraction. Results of Collaborative Action Research on Fractions (2011-2012) Knowledge Network on Applied Education Research (KNAER) Project This two page resource provides an at-a-glance overview of the goals, results, and implications of the fractions research project. Professional Learning Introduction to FractionsInterested in supporting colleagues in deepening their understanding of fractions? Resource ListAll references used to create the resources included in the Professional Learning about Fractions are identified. Planning Supports These resources show the development of fractions learning in the Ontario Mathematics Curriculum. Based in current research but designed to be easy for teachers to implement, these resources provide explicit instructional strategies to support improved student learning. Lessons Research
Learning Ecosystems Mindlight | thePLAYNICEinstitute Intense Fun + Science + Clinical techniques = MindLight MindLight is a video game we’ve produced with game developers at Gain Play MindLight incorporates several evidence-based strategies including relaxation and mindfulness techniques, attention bias modification methods, and neurofeedback mechanics that together produce an immersive game world through which children learn to manage and overcome anxiety symptoms. About The Play Nice Institute Want to know more? MindLight is a video game aimed at children 8 – 12 years of age and is based on evidence-based principles of intervention with anxiety-disordered children and adults. The Science. Here’s an example of when the player encounters a “fear event” (children are exposed to fearful stimuli that increase in intensity as the player becomes more comfortable coping with these situations).
Science Webcast Standards | Q?rius, Smithsonian National Museum of Natural History Insect Zoo Manager Dan Babbitt with a pink-toed tarantula during a Smithsonian Science How? webcast. Each webcast is aligned with Next Generation Science Standards, which set expectations for science education to integrate core ideas, cross-cutting concepts, and practices. Smithsonian photo by Wei Qian. Smithsonian Science How? Smithsonian Science How? Next Generation Science StandardsThe NGSS, released in April of 2013, are designed to integrate the core ideas, science process skills, and cross-cutting concepts needed to usher the current and upcoming generations of science students successfully into the future. The NGSS incorporate major advances in knowledge of science and of how students learn science that emerged since the National Science Standards and AAAS Benchmarks were published. A unique feature of the new NGSS standards is the integration of science concepts with science practice skills to create performance expectations for students. Smithsonian Science How?