Consumption vs Creation?? My goal in this project is to show students that the iPad is not just a device used for consumption of game apps, but a tool for creation of artifacts to support their learning.
I teach a class of 29 active and creative third graders.
Our school is located in one of the larger cities in Wisconsin. For the most part these children are interested learners, but would benefit from more experiences with current technology as they read, write, analyze, think, and learn.
My Project
My third graders will use these iPads on a daily basis, at multiple times during the school day. They will use these devices during small group learning stations to read, do research, create book reviews, explain math thinking, collaborate and share ideas with others, as well as scan QR codes to find links to current curriculum. They will also use this device to further their understanding of science topics, as they can view interactive resources on rocks and simple machines (our units of study). We will use apps like Padlet, Haiku Deck, iMovie, Educreations and the easy app for coding called Daisy the Cow to create and learn with these iPads.
Through the use of an iPad at school students are introduced to experiences that will extend to home.
Rather than spending most of their time "consuming" games and similar activities on an iPad, students will see the iPad as a fascinating learning tool with opportunities for creating and building knowledge in reading, math, science, technology, and much more.
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