Lakeview Grade 5 Kent state - AT&T Classroom - January 2017

We have so enjoyed having Mrs. Villamil and her fifth graders with us in the AT&T Classroom. This past week the fifth graders finalized work on their digital media projects to share their social studies research findings. Last week students were introduced to Buncee EDU and Adobe Spark Video for creating their projects and this week they were introduced to Google Tour Builder. Currently released as a beta tool being under development by Google, the tool can be used to create virtual tours from any location that encompass a range of media including images, photos, video and text. Students are able to use the tool to report research findings to graphically display map data and include images and videos to support their written narrative of their research facts.

Students were also introduced this week to Educreations, a multi-platform tool that allows the computer or tablet to function as a digital dry erase board. The tool’s features allow the device to record the student’s voice and his/her writing and drawing which can be saved for playback. Once a student finishes their assignment or project in Educreations, they can save their work and then access it from any device with a web browser.

This past week the fifth graders also explored two tools for coding and programming, Kodable and BitsBox. Kodable uses a game-like format to introduce students to the basics of computer programming. As students progress through the various levels, the game prompts them to “think like a programmer” to solve problems and to utilize programming elements such as functions, conditional statements and loops.

Bitsbox is an online application that runs in a computer browser and displays a virtual tablet on which the user is able to access programming lessons to build simple apps and games in JavaScript. Once the user has created a game, they are able to use a mobile device such as an iOS or Android tablet or smartphone to scan the QR code associated with their Bitsbox project. They are then able to access their game on that mobile device through the QR code. In today’s session, the students used the QR Reader app on the iPads to scan their QR codes and were then able to immediately play their newly-created game on the iPad. The challenges used in the AT&T Classroom are available on the Bitsbox website at no cost. Bitsbox also offers subscription plans that include monthly mailings containing new programming tutorials and projects for children to explore.

Thank you for participating in the AT&T Classroom!

Join us Summer 2017 for AT&T Classroom Camps

Made with Adobe Slate

Make your words and images move.

Get Slate

Report Abuse

If you feel that this video content violates the Adobe Terms of Use, you may report this content by filling out this quick form.

To report a Copyright Violation, please follow Section 17 in the Terms of Use.