Showing posts with label critical thinking. Show all posts
Showing posts with label critical thinking. Show all posts

Wednesday, December 05, 2018

Website: Total Darkness

TOTAL DARKNESS from the Science Museum Group is an online science mystery.
This engaging online interactive challenges players to apply critical and creative thinking skills to a science problem. After the electricity goes out, players explore their dark town and apply science skills to help people who are dealing with the power outage. Along the way, players discover theories about what caused the outage and apply creativity, communication, and curiosity skills to solve the mystery.
Librarians will find this interactive to be a fun way to introduce science concepts. Use it as part of a learning center along with books and science experiments.
To visit the website, go to https://totaldarkness.sciencemuseum.org.uk/.

Wednesday, November 28, 2018

Website: Crowd

CROWD is a crowdsourcing project from the Library of Congress.
This web-based project encourages volunteers to help make historical documents more searchable by the public. Participants can transcribe, review, and tag documents.
Users begin by choosing a campaign such as transcribing letters or diaries. Each project provides an overview, timeline, blog, and and statistics about progress and contributions.
The website also contains project news, a discussion area, and help for participants. Resources for educators wishing to involve their students include guiding questions, primary source analysis materials, and lessons.
Librarians will find this crowdsourcing project to be a effective way to actively involve youth in critical thinking and information literacy activities. Work with the history teacher to build lessons that incorporate primary sources and crowdsourcing.
To visit the website, go to https://crowd.loc.gov/.

Saturday, January 23, 2016

Tech Review: Matific

MATIFIC contains over 1000 interactive web-based math activities and apps.
Engaging math episodes (mini-games), worksheets, playlists, and lesson plans are available for grades K-6. These immersive math experiences stress analytical reasoning and critical thinking.
Resources are available through both the website and the app.
Librarians will find many ways to integrate these resources into the math classroom. While some interactives work well as large group electronic whiteboard experiences, others are better for independent work. Consider weaving individual episodes into library STEM displays that connect math with other content areas. For instance, connect an interactive focusing on measurement to a display that contains measurement tools and instruments along with books and activities.
This free service can be used by individuals or as part of a classroom environment. Using the premium service allows student tracking and other more advanced features.
To use the web-based version or download the Google Play or Apple App, go to https://www.matific.com/

Tuesday, December 01, 2015

Technology Review: Quandry

QUANDARY is both a web and app-based learning game for middle grade students that promotes critical thinking and decision-making skills.
Exploring concepts related to ethical decision-making, users are immersed in a futuristic colony on the planet Braxos. Colonists must make decisions about the future of the colony based on facts, opinions, and alternative solutions. The game contains three episodes addressing different types of dilemmas. In Lost Sheep, colonists must weigh the value and threat of a native predator. In Water Wars, the community must deal with issues of water pollution and cooperation. In Fashion Faction, colonists must consider the pros and cons of conformity.
The scenarios are presented using an attractive, graphic-novel style approach. Participants can explore the perspectives of a dozen different characters by reading their cards contains text and animation. Users sort these cards into three categories: fact, solutions, or other opinion. To proceed students must correctly sort the cards. Users work their way through a series of problems and solutions to come to a conclusion that addresses the dilemma.
Librarians will find that the game can be associated with reading, listening, and speaking standards. Skills related to critical thinking, perspective-taking, and decision-making can be directly connected with the Standards for 21st Century Learners.
The website contains teacher support materials to facilitate discussions related to the game.
To try the web-based version, go to http://www.quandarygame.org/
To download the app version, go to https://itunes.apple.com/WebObj…/MZStore.woa/…/viewSoftware….

Wednesday, November 04, 2015

Website Review: Admongo

The ADMONGO.GOV website helps tweens learn about advertising so they can become more discerning consumers.
Sponsored by the Federal Trade Commission, the multimedia campaign teaches advertising literacy concepts through engaging interactive games.
After creating a login, students begin the experience by learning to navigate the gaming environment. They then work their way through a series of challenges. For students who prefer to skip the gaming aspect, an interactive text-version of the learning experience is also available.
The learning environment presents participants with a series of experiences where they learn to identify advertising and marketing messages. Then, tweens are asked to apply critical thinking skills to make informed consumer decisions.
Parent and teacher sections provide lesson places and teacher videos. Educational materials including lessons, worksheets, and family handouts are aligned with national standards. The materials can be downloaded or hard copies can be ordered for free. In addition, a help area and glossary are also available.
Librarians will find this website to be an engaging way to teacher consumer literacy skills.
To learn more, go to http://www.admongo.gov/.