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Topic

Hook

Key Knowledge/Skills

Driving Question

Sustained Inquiry

Authenticity

Student Voice & Choice

Reflection

Critique & Revision

Public Produc

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Kahoot! | Learning games | Make learning awesome!

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Kahoot! is a game-based learning platform that brings engagement and fun to 1+ billion players every year at school, at work, and at home.

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Quizizz | Free Online Quizzes, Lessons, Activities and Homework

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Motivate every student to mastery with easy-to-customize content plus tools for inclusive assessment, instruction, and practice. Engage students with Quizizz today!

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Opinion

For many years, I secretly worked on my research. I say "secretly" because, once upon a time, researchers simply published their research in professional journals-and there it stayed.

However, my colleagues and I learned things we thought people needed to know. We found that students' mindsets-how they perceive their abilities-played a key role in their motivation and achievement, and we found that if we changed students' mindsets, we could boost their achievement. More precisely, students who believed their intelligence could be developed (a growth mindset) outperformed those who believed their intelligence was fixed (a fixed mindset). And when students learned through a structured program that they could "grow their brains" and increase their intellectual abilities, they did better. Finally, we found that having children focus on the process that leads to learning (like hard work or trying new strategies) could foster a growth mindset and its benefits.

So a few years back, I published my book Mindset: The New Psychology of Success to share these discoveries with educators. And many educators have applied the mindset principles in spectacular ways with tremendously gratifying results.

This is wonderful, and the good word continues to spread. But as we've watched the growth mindset become more popular, we've become much wiser about how to implement it. This learning-the common pitfalls, the misunderstandings, and what to do about them-is what I'd like to share with you, so that we can maximize the benefits for our students.

A growth mindset isn't just about effort. Perhaps the most common misconception is simply equating the growth mindset with effort. Certainly, effort is key for students' achievement, but it's not the only thing. Students need to try new strategies and seek input from others when they're stuck. They need this repertoire of approaches-not just sheer effort-to learn and improve.

We also need to remember that effort is a means to an end to the goal of learning and improving. Too often nowadays, praise is given to students who are putting forth effort, but not learning, in order to make them feel good in the moment: "Great effort! You tried your best!" It's good that the students tried, but it's not good that they're not learning. The growth-mindset approach helps children feel good in the short and long terms, by helping them thrive on challenges and setbacks on their way to learning. When they're stuck, teachers can appreciate their work so far, but add: "Let's talk about what you've tried, and what you can try next."

Recently, someone asked what keeps me up at night. It's the fear that the mindset concepts, which grew up to counter the failed self-esteem movement, will be used to perpetuate that movement. In other words, if you want to make students feel good, even if they're not learning, just praise their effort! Want to hide learning gaps from them? Just tell them, "Everyone is smart!" The growth mindset was intended to help close achievement gaps, not hide them. It is about telling the truth about a student's current achievement and then, together, doing something about it, helping him or her become smarter.

I also fear that the mindset work is sometimes used to justify why some students aren't learning: "Oh, he has a fixed mindset." We used to blame the child's environment or ability.

Must it always come back to finding a reason why some children just can't learn, as opposed to finding a way to help them learn? Teachers who understand the growth mindset do everything in their power to unlock that learning.

A few years ago, my colleague in Australia, Susan Mackie, detected an outbreak of what she called "false growth mindset." She was seeing educators who claimed to have a growth mindset, but whose words and actions didn't reflect it. At first, I was skeptical. But before long, I saw it, too, and I understood why.

In many quarters, a growth mindset had become the right thing to have, the right way to think. It was as though educators were faced with a choice: Are you an enlightened person who fosters students' well-being? Or are you an unenlightened person, with a fixed mindset, who undermines them? So, of course, many claimed the growth-mindset identity. But the path to a growth mindset is a journey, not a proclamation.

Let's look at what happens when teachers, or parents, claim a growth mindset, but don't follow through. In recent research, Kathy Liu Sun found that there were many math teachers who endorsed a growth mindset and even said the words "growth mindset" in their middle school math classes, but did not follow through in their classroom practices. In these cases, their students tended to endorse more of a fixed mindset about their math ability. My advisee and research collaborator Kyla Haimovitz and I are finding many parents who endorse a growth mindset, but react to their children's mistakes as though they are problematic or harmful, rather than helpful. In these cases, their children develop more of a fixed mindset about their intelligence.

Kathy Liu Sun: Stop Killing Kids' Math Curiosity

How can we help educators adopt a deeper, true growth mindset, one that will show in their classroom practices? You may be surprised by my answer: Let's legitimize the fixed mindset. Let's acknowledge that (1) we're all a mixture of fixed and growth mindsets, (2) we will probably always be, and (3) if we want to move closer to a growth mindset in our thoughts and practices, we need to stay in touch with our fixed-mindset thoughts and deeds.

If we "ban" the fixed mindset, we will surely create false growth-mindsets. (By the way, I also fear that if we use mindset measures for accountability, we will create false growth mindsets on an unprecedented scale.) But if we watch carefully for our fixed-mindset triggers, we can begin the true journey to a growth mindset.

What are your triggers?
Watch for a fixed-mindset reaction when you face challenges. Do you feel overly anxious, or does a voice in your head warn you away? Watch for it when you face a setback in your teaching, or when students aren't listening or learning. Do you feel incompetent or defeated? Do you look for an excuse? Watch to see whether criticism brings out your fixed mindset. Do you become defensive, angry, or crushed instead of interested in learning from the feedback? Watch what happens when you see an educator who's better than you at something you value. Do you feel envious and threatened, or do you feel eager to learn? Accept those thoughts and feelings and work with and through them. And keep working with and through them.

My colleagues and I are taking a growth-mindset stance toward our message to educators. Maybe we originally put too much emphasis on sheer effort. Maybe we made the development of a growth mindset sound too easy. Maybe we talked too much about people having one mindset or the other, rather than portraying people as mixtures. We are on a growth-mindset journey, too.

Published in Print: September 23, 2015, as Growth Mindset, Revisited

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Carol Dweck Revisits the 'Growth Mindset'

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Opinion For many years, I secretly worked on my research. I say "secretly" because, once upon a time, researchers simply published their research in professional journals-and there it stayed. However, my colleagues and I learned things we thought people needed to know.

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Sir Ken Robinson: Do schools kill creativity?

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Sir Ken Robinson makes an entertaining and profoundly moving case for creating an education system that nurtures (rather than undermines) creativity.

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Migrating into the metaverse involves a deep transformation from web2 to web3. But enterprises still face significant barriers in adopting decentralized architectures.

Leveraging the distributed metaverse requires a stack of "bridge solutions" that Touchcast is providing so that enterprises can engage in the transfomative potential of web3, today.

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Migrating into the metaverse involves a deep transformation from web2 to web3. But enterprises still face significant barriers in adopting decentralized architectures. Leveraging the distributed metaverse requires a stack of "bridge solutions" that Touchcast is providing so that enterprises can engage in the transfomative potential of web3, today.

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1,718,111,282

Hours of Code Served

A global movement in 180+ countries.

16,524 events registered so far in 2023.

Your class or group can join millions around the world doing the Hour of Code! Registration for the annual Computer Science Education Week celebration begins in October. Though, Hour of Code is available year-round.

Register your Hour of Code

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Use computer science to explore and learn about AI!

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One of the most common questions I get with a Genius Hour/ 20% Time project is: "Where do you start? While I could go into brainstorming ideas, collecting and connecting methods, or even proposal guidelines, I want to start off with a story to illustrate what a "feasibility study" is and why it may save you time and your sanity.

Two years ago I had a student in my innovation class that loved sports. She was a gifted athlete that was offered several different scholarship opportunities for volleyball. However her brother had Down Syndrome, and she felt that his opportunities to play sports were limited. So after some brainstorming (and watching a "Real Sports" episode on HBO about the Miracle League) she proposed to start a baseball/softball league for special needs athletes.

She did all the things each student was required to do- find collaborators/ mentors to help her, draft up a proposal, create a calendar of accomplishable goals, etc. The proposal looked great because the mentors were top-notch, and her goals seemed in line with her task. Nothing seemed out of place... until she got started.

Three months of somber meetings and survey's led to more reasons why starting this "league" was nearly impossible for one student to accomplish. She had no idea about the "red tape" that is associated in starting non-profits. She knew nothing of liability insurance, finding board members, or seeking out volunteers.

So, after months of dead ends, and feeling totally defeated, she figured that maybe she should just host one game, then talk with the parents, and see if it was worth pursuing.

In the end, she learned that the parents really didn't want to volunteer, mostly because they wanted to be a spectator for once. They were, in general, tired and wanted the joy of watching their child play rather than work an event. She also learned that getting past the "legal stuff" was an enormous task.

In her reflection that she turned into me she mentioned that it would have been better if she had asked more questions in the beginning. This led me toward "The Feasibility Study," which according to Wikipedia is: "an evaluation and analysis of the potential of a proposed project which is based on extensive investigation and research to support the process of decision making."

So, had she done this at the beginning of the project, she would have saved weeks, if not months. This would have been a one week study of talking to the parents, mentors, and school administrators to discuss the odds of this project ever getting off the ground. When she started off she never asked her mentors about the obstacles that were going to creep up. Had they been asked "what am I really up against?" the mentors probably would've been honest. Instead they probably didn't want to crush the her spirit, so they just brought up the obstacles in smaller bits.

I read "Think Like a Freak," by Steven Levitt and Stephen Dubner, and they wrote about something similar- the Premortem. Most people know about a "postmortem examination," (also know as the autopsy) which is a look at why something died, or failed to survive. But here is how Stephen Dubner explains the premortem:
"The idea is simple... it tries to find out what might go wrong before it's too late. You gather up everyone connected with a project and have them imagine that it launched and failed miserably. Now each write own the exact reasons for its failure."
Think Like a Freak: The Authors of Freakonomics Offer to Retrain Your Brain

So learning from the past (and from the good guy at Freakonomics), I now start every large project with a "Premortem," usually in a group setting. We place post-it notes to the wall for every conceivable idea on why any large project will fail. Then the smaller groups take the proposal to the mentors, but instead of asking them to help, they ask them for candor. "Can this work?" or "Can you come up with three reasons why I shouldn't start this project" are now common questions for the mentors.

So I admit a feasibility study might "scare the creativity out of them" or cause "analysis paralysis," I believe it is worth the time and effort to do a feasibility study. Believe is or not, knowing when to quit is a valuable skill. We just took a field trip to the Silicon Valley area this fall and heard this from several developers at Google, Facebook, and Voxer when we visited their headquarters. In fact the smaller start-up Invoice2Go CEO told us that trial and error learning happens fast. Trying to stick with an idea that is bound to fail is pointless. Basically what my students heard was: "Fail fast and fail often. Get the data, then get it right."

Earlier this year I had a group that wanted to start an ASL (American Sign Language) class. They felt that our school should offer ASL class in the foreign language department, and there was a need/ demand for the class. They wrote up a proposal, found two good mentors, and had reasonable goals. What they didn't realize is that they have NO say over the school budget. They never thought about who was going to hire a teacher for a class that didn't exist yet. After one day of the feasibility study (they met with the Principal), the team learned that they had to demonstrate demand. They hadn't thought about the potential of "replacing" a teacher that taught a less popular class, let alone the money it would take to hire a new teacher. Then they learned about the curriculum costs, scheduling tasks, etc.

So after the study they took all the data and re-focused their project: start an ASL CLUB. A club could be student-led, would be virtually free to offer, and most importantly, would show a demand in student interest if they would want to still pursue it as a class offering.

I wrote a book titled "Pure Genius: Building a Culture of Collaboration and Taking 20% Time to the Next Level" because these types of learning experiences has changed the way I feel about education. I am more inspired by my students everyday by providing them some freedom and creating a culture that encourages collaboration and a willingness to take risks. I also wanted to ease the fears of students embracing social media as a means of showcasing work and finding great mentors.

If you have any questions about our unique class, or want to learn more about Genius Hour, I encourage you to connect with me, or other great educational leaders like Joy Kirr, A.J. Juliani, and Chris Kesler (among many others). The movement is taking shape, and these connected educators are always willing to help! If you do a Twitter search for #GeniusHour or #20Time you will come across some great resources. Or is you would like, feel free to email me at: dwettrick@gmail.com.

"Opportunities Are Everywhere"

-Don Wettrick

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One of the most common questions I get with a Genius Hour/ 20% Time project is: "Where do you start? While I could go into brainstorming ideas, collecting and connecting methods, or even proposal guidelines, I want to start off with a story to illustrate what a "feasibility study" is and why it may save you time and your sanity.

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Private classroom albums for teachers and parents.

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Homeroom is the easiest way for teachers to share what's happening in their classroom with students' parents. Upload photos safely to private classroom albums only parents and teachers can see, away from social media and the internet.

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ClassDojo helps teachers, parents, and students build amazing classroom communities.

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We share evidence and practitioner-based learning strategies that empower you to improve K-12 education.

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Students under the age of 13 may, however, use Weebly through special student accounts created by their teachers through education.weebly.com, provided the teacher has obtained signed parental consent from the student's parents.

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Weebly - Create a free website and a free blog

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Create a free website or blog in minutes by using a simple drag and drop interface. No ads. One of Time's 50 best websites of the year.

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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.

Documents to Help You Get Started
The Hunger Games Project Documents
Below are sample project-based learning documents from teachers Mary Mobley (English) and Michael Chambers (world history) of Manor New Technology High School in Manor, Texas. They team-teach a sophomore world studies class. These documents were used for their "Controlling Factors" project, a three-week project in which students learned about the global economic crisis of the pre-World War II era, how it led to the rise of totalitarianism, and the societal moral dilemmas that arose out of those conditions, and then drew parallels to similar fictional themes in the novel The Hunger Games. (Read more about it in the Step-by-Step Guide to the Best Projects.)

Project Form - completed for Hunger Games project

Project Form - blank sample

When Manor New Tech teachers create a project they must first submit a project planning form. The form was created as a guide for teachers by the Buck Institute for Education.

Project Calendar - completed for Hunger Games project

Project Calendar - blank sample

The project calendar lays out the state standards covered, objectives, and deliverables due for each day of the project from the entry event through the final project presentations.
Entry Event
The entry event is used to engage and motivate the students when the project is introduced. This video was created by Mobley and Chambers as the entry event for the Controlling Factors project.

Rubric - completed for Hunger Games project

Rubric - blank sample A

Rubric - blank sample B

Project rubrics usually include the following elements:

Driving questions

Overview of the project

State standards

Assessment criteria on content literacy, critical thinking, and oral engagement

Rhetorical strategies

Workshops
Workshops are provided during the project process to help clarify concepts, answer questions, and share information. Workshops for each project differ depending on student needs, but can include lectures, creating graphic organizers, and group discussions. For the Controlling Factors project, students had the option of writing about real moral dilemmas from events in history or creating fictional examples based on the book The Hunger Games. Then they had group discussions about these moral dilemmas. Below are student examples:
Workshops -- Moral Dilemma 1 Workshops -- Moral Dilemma 2 Workshops -- Farmers Story Additional PBL Documents from Manor New Tech High School
"Bourne to be Wild" -- World Geography

"When Opinion is Not Enough" -- International Culture and History

"The Role of the President" -- Government

"Re-creating a Planet" -- World Geography
Peer Collaboration Evaluations
Students present their in-progress projects to each other for peer review and use these peer-to-peer critique sheets to give each other feedback.
Group Contract Template
Students write group contracts detailing each team member's role on a project. The contract must be signed by all members at the beginning of a project.
Think Forward Brochure
Brochure on Think Forward's four-day conference on project-based learning.
Writing Rubrics Presentation
Mary Mobley created this presentation on writing rubrics for the Think Forward Institute.
Digital Dojo Podcast
Podcast created by the Digital Media Literacy class. This must be viewed or downloaded using iTunes.

Culture at Manor New Tech High School
Manor Visitors Summary Sheet
An overview of Manor New Tech for visitors, including mission statement, learning outcomes, and the school's commitments to their students
Learning Outcomes
Manor New Tech's learning outcomes for all classes
Manor Bell Schedule
Daily bell schedule for Manor New Tech

Additional Resources on the Web

Manor New Technology High School -- Manor New Tech's website

New Tech Network -- Nonprofit that works with schools and districts nationwide providing services and support to help reform learning through PBL

Buck Institute for Education -- Nonprofit dedicated to improving 21st-century teaching and learning through effective project-based learning

Educate Texas -- Educate Texas connects legislators, funders, business groups, school administrators and teachers to create change for Texas students

The System for Teacher and Student Advancement Program (TAP) -- A National Institute for Excellence in Teaching Initiative was created in 1999 to develop and retain highly effective educators

Texas Education Agency -- Texas state agency whose goal is to provide leadership, guidance, and resources to help schools meet the educational needs of all students

Dinah Zike Academy -- Institute for training teachers in the use of graphic organizers

Suggested Reading

PBL Starter Kit. John Larmer (2009) The Buck Institute for Education

PBL Handbook. Thom Markham, John Larmer and Jason Ravitz (2003) The Buck Institute for Education

Notebook Connections: Strategies for the Reader's Notebook. Aimee Buckner (2009) Stenhouse Publishers

Reviving the Essay: How to Teach Structure Without Formula. Gretchen Bernabei (2005) Discover Writing Press

Comprehension Connections: Bridges to Strategic Reading. Tanny McGregor (2007) Heinemann Educational Books
More Edutopia Resources on Project-Based Learning:
Edutopia's Project-Based Learning Core Strategy page

Article: Real-World Issues Motivate Students: An Overview of PBL

Video: An Introduction to Project-Based Learning

Article: Research Validates Project-Based Learning

Schools That Work Package: Project Learning in Maine

Resource Roundup: Project Learning: Model Schools with Solutions

Article: The PBL Launch Pad: Worthwhile Projects for High School Students

Article: How to Turn Project-Learning Setbacks to Your Advantage

Article: 10 Takeaway Tips for Project-Based Learning

Resource Roundup: A Reading List for Project-Based Learning

Resource Roundup: Free Resources and Downloads for Project Learning

Discussion Group: Project-Based Learning

See more project-based learning resources and downloads.

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Resources and Tools for PBL Start to Finish | Edutopia

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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.

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Dr. Puentedura graciously Creative Commons-licenses some of his papers to allow for reproduction on other sites with attribution.

I have taken one of the PDF files and turned it into a slideshow below. I have included links to the original PDF files in case you want to download it from Dr. Puentedura's site.

Bloom's and SAMR:
​My thoughts based on the work of R. Puentedura, A. Churches and L. Nelson

I feel teachers need to both create tasks that target the higher-order cognitive skills (Bloom's) as well as design tasks that have a significant impact on student outcomes (SAMR). A visual to illustrate that follows.

Educators will argue they have seen redefinition tasks that only target the remembering level or have a creative assessment that is only at the augmentation level. Of course that is true, but I believe we should be planning for technology tasks, activities, and assessments that include both the higher levels of Bloom's Revised Taxonomy and the transformation area of the SAMR model.

My vision of how the Bloom's and SAMR models work together and intersect follows below.

Bloom's and TECH: My thoughts

Work by others

Videos by others

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SAMR is a model designed to help educators infuse technology into teaching and learning. Popularized by Dr. Ruben Puentedura, the model supports and enables teachers to design, develop, and ...

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Makey Makey: An Invention Kit for Everyone. Ever played Mario on Play-Doh or Piano on Bananas? Alligator clip to start inventing the future.

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Scratch is a free programming language and online community where you can create your own interactive stories, games, and animations.

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Over 5,000 Award-Winning Lessons

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Because technology is so integrated into virtually every aspect of our lives, learning about it is more important than ever. Our coding platform makes it convenient and fun for kids and teens to gain knowledge that will serve them well throughout their lives. You can count on our trusted methods to help them develop and grow their capabilities with computers.

Tynker isn't just for schools and coding camps, though. Parents who value STEM education and want their children to know how to code should know that our kids programming platform can be used at home, too. Tynker offers a range of coding for kids solutions with icon-coding for pre-readers, block-based coding, and advanced courses in Python, JavaScript, data science, art, and image processing. There are quarterly, yearly and lifetime plans which include access for up to 3 children, and our online classes for all ages are an excellent way for them to gain the supplemental STEM skills needed for their future.

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Frequently asked questions

Is coding good for kids?

We're living during a high-tech revolution, witnessing life-changing advancements in medicine, environmental conservation, and much more. At the core of all these amazing projects and discoveries is CODE. Code can be the thing that differentiates your child from peers and allows them to stand out as an asset for companies when they are looking for employment. The children who learn to code today will become the creators of the technology tomorrow. Learning how to code can help children make a major contribution to the world that they live in and make a lasting impact.

As kids and teens learn to code, they also build essential skills like critical thinking, logic, and problem-solving. They learn to logically sequence events, create playable games, tell good stories, and model real situations. They also learn computational thinking by developing algorithmic and design thinking abilities. Coding for kids has become an essential element of a child's education and an excellent way to express their creativity and imagination.

How do I start my child coding?

Coding, otherwise known as programming, is a creative activity for all children. Your child might not care about writing data processing algorithms, but they might enjoy creating games, programming music, designing websites, or just playing with code. Learning to code is for everyone; you don't have to be good at math or a "techie" to learn how to code. Kids as young as five can learn to code and pick it up faster than most adults.

When your kids are starting, pick a program like MIT's Scratch or Tynker Junior app. The visual style of these programs makes it easy for young children to learn to code. Scratch and Tynker have a graphical interface that works. Drag-and-drop code blocks snap together. Pieces of code that don\'t make computational sense won't fit together, making syntax errors impossible.

Older children can learn to code with Python by building games, art, music, and more. Some programs like Tynker offer a placement test to set your child on the right track for their age and experience level.

What age is best to introduce coding to kids?

Every child learns at their own pace. They can learn different subjects at varying rates and ways. Experts believe that children should learn coding at an early age. According to MIT, the best age for kids to start learning coding languages such as Scratch Jr or Tynker Jr is from 5 to 7. Many programs allow your children to progress at their own pace or hire an instructor to help them move along.

With Tynker, a placement test will place your child on the correct path based on age and skill level, and Tynker supports children up to age 18 with real-world text languages like Python and JavaScript. Children progress to more difficult coding courses with the support of interactive tutorials and video instructions at their own pace.

Which is the best coding for kids program?

With so many great services available, learning to code has never been easier! For example, Scratch and Tynker provide innovative visual coding languages that make coding fun. Coding is a great way to broaden your child's worldview and develop their creativity, critical thinking, and problem-solving skills. Here are a few coding for kids options to review:

Game-based learning -Game-based platforms such as Tynker and the challenges on Code.org motivate kids to use code to complete game levels.

Independent learning with Scratch -Scratch from MIT is a great way of getting started with code. Although they don't have courses, there's a vibrant community to learn from.

Online courses-Enroll in a Python or JavaScript course on Codecademy or Tynker or learn to code with Processing on Khan Academy. Tynker offers advanced courses like Processing 1, using p5.js to introduce the foundational concepts of art and computer science.

Build an app-Learn to build your own iOS app using Swift. Install the Swift Playgrounds app by Apple.

Use a book-Learn by following along with books like Mission Python, Super Scratch Programming Adventure, or Coding with Minecraft. Tynker has a series of super-informative coding activity books, including Code These Games, Code These Minecraft Mods, and Code This Art.

Why is coding needed?

Coding is the method of giving a computer instructions to perform a specific task. You may also hear coding referred to as software programming or computer programming. These instructions are communicated using a language that computers can understand, like visual blocks, JavaScript and Python.

Coding for kids lays the groundwork for our world's technology, from microprocessors in everyday items like refrigerators and water heaters to sophisticated programs that run our cars and buildings. Learning to code is a great opportunity for children of all ages to develop their problem-solving and critical thinking skills, while building the necessary focus and organization to see projects through to completion.

Coding usually begins with drag-and-drop visual programming in which children connect blocks together to make programs. Visual programming teaches the fundamental concepts without typing or syntax by placing the focus on the logic behind the code. Once they've learned the basics, children can transition to real-world programming languages like Python, JavaScript, and C.

From online coding courses and games to offline learning, from in-person coding instruction to live online tutoring, there are endless coding resources available. The best coding platforms and programs like Scratch, Code.org and Tynker give children of all ages and experience levels the ability to code while making the process fun and engaging.

Why should we use Tynker coding for kids?

Tynker is the world's number one coding platform for children ages 5 to 18 for a reason-it works! Tynker powers the creativity of over 100 million students and serves thousands of schools and educators worldwide.

Tynker's award-winning, gamified courses and coding for kids activities encourage kids to complete projects as they have fun, allowing them to progress from novices to experts using languages like Python. Tynker's interactive lessons have built-in tutorials for all ages and skill levels. Our highly-rated mobile app (4.7 stars) lets students take Tynker on the go. Learning how to code with Tynker unlocks and empowers children's creativity, teaching them life-long skills they can use today and into the future.

How do I teach my 7 year old code?

Learning to code is for everyone; you don't have to be good at math or a "techie" to learn how to code. Kids as young as five can learn to code and pick it up faster than most adults. Tynker Junior is a fun, interactive way to spark your kid's interest in coding. Kids (ages 5-7) learn coding basics by connecting picture blocks to move their characters. Tynker's immersive game-like coding courses and interactive lessons with built-in tutorials are perfect for beginners 5+ through experts 18+.

What options are there for coding for teens?

Code.org has a year-long course in Computer Science Principles that introduces students to the foundational concepts of computer science and challenges them to explore how computing and technology can impact the world.

Tynker has coding for kids courses that align with subject standards like CCSS-ELA, CCSS-Math, NGSS and CS standards such as CSTA, ISTE, CA CS, UK National Curriculum, and several state-level standards like TEKS.

Tynker is recognized by College Board as an endorsed curriculum provider for AP Computer Science Principles and AP Computer Science A.

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Coding For Kids, Kids Online Coding Classes & Games | Tynker

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Tynker makes it fun and easy to learn computer programming. Get started today with Tynker's easy-to-learn, visual programming course designed for young learners in 4th through 8th grades.

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The Technology Integration Matrix

The Technology Integration Matrix (TIM) provides a framework for describing and targeting the use of technology to enhance learning. The TIM incorporates five interdependent characteristics of meaningful learning environments: active, collaborative, constructive, authentic, and goal-directed. These characteristics are associated with five levels of technology integration: entry, adoption, adaptation, infusion, and transformation. Together, the five characteristics of meaningful learning environments and five levels of technology integration create a matrix of 25 cells, as illustrated below. All TIM descriptors apply equally well to online and face-to-face instruction, Developed by the Florida Center for Instructional Technology (FCIT) in 2005, the TIM is now in its third edition (2019).

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The Technology Integration Matrix (TIM) provides a framework for describing and targeting the use of technology to enhance learning. The TIM incorporates five interdependent characteristics of meaningful learning environments: active, collaborative, constructive, authentic, and goal-directed. These characteristics are associated with five levels of technology integration: entry, adoption, adaptation, infusion, and transformation.

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School & District -Subscriptions | Seesaw

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Seesaw is the best interactive learning platform for PreK-5. Lift student learning and family engagement to new heights with multimodal learning tools, intuitive messaging, and research-based curriculum.

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At the Buck Institute for Education (BIE), we've been keeping a list of the many types of "_____- based learning" we've run across over the years:

Case-based learning

Challenge-based learning

Community-based learning

Design-based learning

Game-based learning

Inquiry-based learning

Land-based learning

Passion-based learning

Place-based learning

Problem-based learning

Proficiency-based learning

Service-based learning

Studio-based learning

Team-based learning

Work-based learning

. . . and our new fave . . .

Zombie-based learning (look it up!)

Let's Try to Sort This Out

The term "project learning" derives from the work of John Dewey and dates back to William Kilpatrick, who first used the term in 1918. At BIE, we see project-based learning as a broad category which, as long as there is an extended "project" at the heart of it, could take several forms or be a combination of:

Designing and/or creating a tangible product, performance or event

Solving a real-world problem (may be simulated or fully authentic)

Investigating a topic or issue to develop an answer to an open-ended question

So according to our "big tent" model of PBL, some of the newer "X-BLs" -- problem-, challenge- and design-based -- are basically modern versions of the same concept. They feature, to varying degrees, all of BIE's Essential Elements of PBL, although each has its own distinct flavor. (And by the way, each of these three, along with project-based learning, falls under the general category of inquiry-based learning -- which also includes research papers, scientific investigations, Socratic Seminars or other text-based discussions, etc. The other X-BLs might involve some inquiry, too, but now we're getting into the weeds . . .)

Other X-BLs are so named because they use a specific context for learning, such as a particular place or type of activity. They may contain projects within them, or have some of the 8 Essential Elements, but not necessarily. For example, within a community- or service-based learning experience, students may plan and conduct a project that improves their local community or helps the people in it, but they may also do other activities that are not part of a project. Conversely, students may learn content and skills via a game-based or work-based program that does not involve anything like what we would call a PBL-style project.

Problem-Based Learning vs. Project-Based Learning

Because they have the same acronym, we get a lot of questions about the similarities and differences between the two PBLs. We even had questions ourselves -- some years ago we created units for high school economics and government that we called "problem-based." But we later changed the name to " Project-Based Economics" and " Project-Based Government" to eliminate confusion about which PBL it was.

We decided to call problem-based learning a subset of project-based learning -- that is, one of the ways a teacher could frame a project is "to solve a problem." But problem-BL does have its own history and set of typically-followed procedures, which are more formally observed than in other types of projects. The use of case studies and simulations as "problems" dates back to medical schools in the 1960s, and problem-BL is still more often seen in the post-secondary world than in K-12, where project-BL is more common.

Problem-based learning typically follow prescribed steps:

1. Presentation of an "ill-structured" (open-ended, "messy") problem

2. Problem definition or formulation (the problem statement)

3. Generation of a "knowledge inventory" (a list of "what we know about the problem" and "what we need to know")

4. Generation of possible solutions

5. Formulation of learning issues for self-directed and coached learning

6. Sharing of findings and solutions

If you're a project-BL teacher, this probably looks pretty familiar, even though the process goes by different names. Other than the framing and the more formalized steps in problem-BL, there's really not much conceptual difference between the two PBLs -- it's more a question of style and scope:

A Note on Math and the Two PBLs

Teachers at some K-12 schools that use project-BL as a primary instructional method, such as the New Technology Network and Envision Schools, have begun saying that they use problem-BL for math. Especially at the secondary level, teaching math primarily through multi-disciplinary projects has proved challenging. (Not that occasional multi-disciplinary projects including math are a bad idea!) By using problem-BL, these teachers feel they can design single-subject math projects -- aka "problems" -- that effectively teach more math content by being more limited in scope than many typical project-BL units. Tackling a "problem," for example, may not involve as much independent student inquiry, nor the creation of a complex product for presentation to a public audience.

How Does This Tale of Two PBLs End?

One could argue that completing any type of project involves solving a problem. If students are investigating an issue -- say, immigration policy -- the problem is deciding where they stand on it and how to communicate their views to a particular audience in a video. Or if students are building a new play structure for a playground, the problem is how to build it properly, given the users' wants and needs and the various constraints of safe, approved construction. Or even if they're writing stories for a book to be published about the Driving Question "How do we grow up?", the problem is how to express a unique, rich answer to the question.

So the semantics aren't worth worrying about, at least not for very long. The two PBLs are really two sides of the same coin. What type of PBL you decide to call your, er . . . extended learning experience just depends on how you frame it. The bottom line is the same: both PBLs can powerfully engage and effectively teach your students!

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Project-Based Learning vs. Problem-Based Learning vs. X-BL | Edutopia

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At the Buck Institute for Education (BIE), we've been keeping a list of the many types of "_____- based learning" we've run across over the years: Case-based learning Challenge-based learning Community-based learning Design-based learning Game-based learning Inquiry-based learning Land-based learning Passion-based learning Place-based learning Problem-based learning Proficiency-based learning Service-based learning Studio-based learning Team-based learning Work-based learning .

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Good for science

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CASES Online: Creating Active Student Engagement in the Sciences

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CASES Online is a collection of inquiry-based lessons to engage K-12 and undergraduate students in exploring the science behind real-world problems. Through CASES, you can transform your students into motivated investigators, self-directed and life-long learners, critical thinkers and keen problem solvers. Our cases are grounded in Problem-Based Learning (PBL), Investigative Case-Based Learning (ICBL), and related student-centered pedagogies.

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Resources, lesson plans, ideas and more

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Why PBL?

Because Project Based Learning works. It engages students in learning that is deep and long-lasting. PBL can be transformative for students - especially those furthest from educational opportunity.

See the evidence and impact of PBL below...

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Because Project Based Learning works. It engages students in learning that is deep and long-lasting. PBL can be transformative for students - especially those furthest from educational opportunity. See the evidence and impact of PBL below...

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Home - Quiver 3D Augmented Reality coloring apps

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Quiver 3D Augmented Reality coloring apps: print, color and see your drawing in beautifully hand-animated 3D worlds

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Red squares- math

Purple- all contents

Yellow- science

Aqua- SS

Green- LA

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Save your bookmarks and favorite websites online with Symbaloo! The best way to store, manage, and organize your bookmarks on the web. Create a free account to share your favorites with friends, colleagues or students. With over 10 million users, Symbaloo is a trusted edtech tool of teachers and educators worldwide!

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3 Act Math

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At the Buck Institute for Education (BIE), we've been keeping a list of the many types of "_____- based learning" we've run across over the years:

Case-based learning

Challenge-based learning

Community-based learning

Design-based learning

Game-based learning

Inquiry-based learning

Land-based learning

Passion-based learning

Place-based learning

Problem-based learning

Proficiency-based learning

Service-based learning

Studio-based learning

Team-based learning

Work-based learning

. . . and our new fave . . .

Zombie-based learning (look it up!)

Let's Try to Sort This Out

The term "project learning" derives from the work of John Dewey and dates back to William Kilpatrick, who first used the term in 1918. At BIE, we see project-based learning as a broad category which, as long as there is an extended "project" at the heart of it, could take several forms or be a combination of:

Designing and/or creating a tangible product, performance or event

Solving a real-world problem (may be simulated or fully authentic)

Investigating a topic or issue to develop an answer to an open-ended question

So according to our "big tent" model of PBL, some of the newer "X-BLs" -- problem-, challenge- and design-based -- are basically modern versions of the same concept. They feature, to varying degrees, all of BIE's Essential Elements of PBL, although each has its own distinct flavor. (And by the way, each of these three, along with project-based learning, falls under the general category of inquiry-based learning -- which also includes research papers, scientific investigations, Socratic Seminars or other text-based discussions, etc. The other X-BLs might involve some inquiry, too, but now we're getting into the weeds . . .)

Other X-BLs are so named because they use a specific context for learning, such as a particular place or type of activity. They may contain projects within them, or have some of the 8 Essential Elements, but not necessarily. For example, within a community- or service-based learning experience, students may plan and conduct a project that improves their local community or helps the people in it, but they may also do other activities that are not part of a project. Conversely, students may learn content and skills via a game-based or work-based program that does not involve anything like what we would call a PBL-style project.

Problem-Based Learning vs. Project-Based Learning

Because they have the same acronym, we get a lot of questions about the similarities and differences between the two PBLs. We even had questions ourselves -- some years ago we created units for high school economics and government that we called "problem-based." But we later changed the name to " Project-Based Economics" and " Project-Based Government" to eliminate confusion about which PBL it was.

We decided to call problem-based learning a subset of project-based learning -- that is, one of the ways a teacher could frame a project is "to solve a problem." But problem-BL does have its own history and set of typically-followed procedures, which are more formally observed than in other types of projects. The use of case studies and simulations as "problems" dates back to medical schools in the 1960s, and problem-BL is still more often seen in the post-secondary world than in K-12, where project-BL is more common.

Problem-based learning typically follow prescribed steps:

1. Presentation of an "ill-structured" (open-ended, "messy") problem

2. Problem definition or formulation (the problem statement)

3. Generation of a "knowledge inventory" (a list of "what we know about the problem" and "what we need to know")

4. Generation of possible solutions

5. Formulation of learning issues for self-directed and coached learning

6. Sharing of findings and solutions

If you're a project-BL teacher, this probably looks pretty familiar, even though the process goes by different names. Other than the framing and the more formalized steps in problem-BL, there's really not much conceptual difference between the two PBLs -- it's more a question of style and scope:

A Note on Math and the Two PBLs

Teachers at some K-12 schools that use project-BL as a primary instructional method, such as the New Technology Network and Envision Schools, have begun saying that they use problem-BL for math. Especially at the secondary level, teaching math primarily through multi-disciplinary projects has proved challenging. (Not that occasional multi-disciplinary projects including math are a bad idea!) By using problem-BL, these teachers feel they can design single-subject math projects -- aka "problems" -- that effectively teach more math content by being more limited in scope than many typical project-BL units. Tackling a "problem," for example, may not involve as much independent student inquiry, nor the creation of a complex product for presentation to a public audience.

How Does This Tale of Two PBLs End?

One could argue that completing any type of project involves solving a problem. If students are investigating an issue -- say, immigration policy -- the problem is deciding where they stand on it and how to communicate their views to a particular audience in a video. Or if students are building a new play structure for a playground, the problem is how to build it properly, given the users' wants and needs and the various constraints of safe, approved construction. Or even if they're writing stories for a book to be published about the Driving Question "How do we grow up?", the problem is how to express a unique, rich answer to the question.

So the semantics aren't worth worrying about, at least not for very long. The two PBLs are really two sides of the same coin. What type of PBL you decide to call your, er . . . extended learning experience just depends on how you frame it. The bottom line is the same: both PBLs can powerfully engage and effectively teach your students!

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Project-Based Learning vs. Problem-Based Learning vs. X-BL | Edutopia

# data[].attributes.attachment_link.description
At the Buck Institute for Education (BIE), we've been keeping a list of the many types of "_____- based learning" we've run across over the years: Case-based learning Challenge-based learning Community-based learning Design-based learning Game-based learning Inquiry-based learning Land-based learning Passion-based learning Place-based learning Problem-based learning Proficiency-based learning Service-based learning Studio-based learning Team-based learning Work-based learning .

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edutopia

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We share evidence and practitioner-based learning strategies that empower you to improve K-12 education.

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Cristin Kennedy Resource Page Technology Training/Integration Specialist

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Contact cristin.kennedy@cobbk12.org to present this information to your staff. By putting students in the role of effective collaborator , critical thinker , creative problem-solver , and ...