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Prezi is a presentation software. Students can create high-quality presentations and videos for projects-based assessments. This can be used to make in-depth models of mathematical ideas, data analysis, or connections between math and real life.

Prezi also has built-in AI features. These can be used to help create presentations.

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Nearpod is a platform that teachers can use to enhance lessons that use slideshows/presentations. Teachers are able to upload pre-made slides and edit them, share resources within their organization's library, access other resources, join/lead interactive lessons with students, and monitor students' work in real time. Videos, links, and other attachments may be used. Nearpod is supported on various devices, and these lessons may be done in-person or remotely.

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Instantly accelerate Math skills! Formative’s real-time feedback provides mathematics instruction that supercharges classrooms and engages all learners.

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Socrative is a platform for teachers to create quizzes that can be accessed live in the classroom. Various kinds of devices may be used to access this free resource. Teachers are able to view results in real time to assess student performance. There are tons of pre-made resources and quizzes on the website, ready for teachers to use, arranged by format, subject, author, rating, etc. This is a great tool for a quick review/assessment. Application: the teacher can create a short quiz to assess learning as an exit ticket/lesson review; the teacher could ask quick questions in order to see how students are understanding new content; the teacher could use this as a resource for opening/closing class, or for formative assessments.

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Effortlessly assess and engage your students while visualizing learning progress in real-time with instant results.

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Goosechase is a team-oriented scavenger hunt. This app is used as a way to have multiple people/teams submit answers/pictures to earn points, competing with others in their group. In a classroom setting, this could be a fun test review game. Students will have to think quickly and critically, strategize to maximize point totals and questions answered. Questions/exercises can be weighted differently, so students can choose to answer lots of quick/easy questions, or try for the few questions worth a lot. With a free account, three teams can compete, and that number can be increased with paying accounts.

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What is the SAMR model?

The SAMR model is a framework that orders strategies for classroom technology implementation into four stages:

In each stage of the SAMR model, the use of educational technology (EdTech) becomes increasingly sophisticated.

Substitution and augmentation strategies use EdTech to enhance learning and add value, whereas modification and redefinition stages harness EdTech to transform learning and make new things possible.
The effectiveness of any of these four strategies depends on when and how it is used.
Here's how you can harness each stage for more powerful classroom learning:

Substitution

This is the simplest stage, where EdTech is used as a direct substitute for traditional practices.

Substitution strategies can save you time and space by cutting back on laborious pen and paper tasks. Instead of printing out twenty-plus paper resources that clog the cupboard, you can use technology to manage resources with just a few clicks.

Substitution also provides a much more accessible introduction to technological soft skills than modification and redefinition. It's the perfect opportunity for students to get comfortable with new technology before you start to transform their learning.

Examples of substitution

having students type their work instead of handwriting it

using online quizzes and programs instead of pen and paper

uploading a worksheet in PDF for student access, as opposed to photocopying

using a digital interactive whiteboard as opposed to a traditional whiteboard and saving the results as a document.

Remember: Substitution strategies do not change the learning process or outcome. Ask yourself what you and your students will gain from the technology before implementing it. If it adds nothing but hassle, stick to pen and paper.

Augmentation

At the augmentation stage, technology adds something to the learning process beyond just convenience. It might give your students a clearer understanding of a complex topic or making it engaging in a way that traditional methods can't.

It also allows for the introduction of more independent and student-centric learning. By using technology as a source of information, students can start actively learning without requiring constant teacher-led instruction.

Examples of augmentation

Students give more informative and engaging oral presentations accompanied by a PowerPoint or Prezi containing multimedia elements.

Students use the internet to independently research a topic, as opposed to relying on teacher input.

Students use an EdTech program that gamifies curriculum content for student engagement and allows students to track progress in an accessible way.

Teacher instruction is supplemented with a video that clarifies a particularly hard to explain concept.

Modification

At the modification stage, technology is used to design interactive and dynamic tasks that go beyond the limitations of a traditional classroom.

For example, students can collaborate on shared documents, or work in large groups, allowing for seamless collaboration and knowledge sharing. This peer-to-peer work nurtures a more cooperative and dynamic class culture.

Technologically modified tasks also allow students to generate inspired and innovative work that isn't confined to paper. Some students will jump at the opportunity to get in front of a camera, while others will do anything to make it onto the global Mathletics leaderboard.

Examples of modification

Students produce podcasts summarising a topic, which can then be accessed by other students as a revision resource.

Students create an informative video presentation in place of a standard oral presentation. They can use their voice alongside a broader variety of creative multimodal components.

Students use a technological tool that makes an abstract concept visible in a hands-on, responsive way (e.g. voyaging on Google Earth to better understand measurement and geography).

Redefinition

The most sophisticated stage of SAMR, redefinition sees you using technology to make entirely new learning opportunities possible.

Redefining learning has the potential to connect learning with the real world and produce authentic outcomes. It also gives students strong technological soft skills such as digital collaboration, communication, technological literacy, and the ability to adapt to new systems and processes.

Most importantly, using technology to redefine learning in your classroom translates to vibrant and engaged students who embrace a growth mindset.

Examples of redefinition

connecting your students with other people around the world as part of the learning journey

having students publish their work online where it can be viewed by peers and the broader community

recording students as they deliver a presentation or practice a physical skill, then using this recording to prompt student reflection

experimenting with tasks that use extensive multimodal elements (e.g. producing documentaries or short films, webpages, print documents with creative layouts).

Remember, redefinition isn't the same as 'high tech'. A learning experience is redefined when it integrates technology seamlessly and meaningfully to open new doors for student learning - regardless of how sophisticated that technology might be.

In an English classroom, this might involve learning how to critically assess online media during web-based research. In mathematics, students might look at data represented through amazing visuals and get inspired to create their own.

Find your purpose

Starting with a purpose avoids the 'technology for technology's sake' that sometimes infiltrates the classroom.

Ask yourself:

What am I hoping to achieve by using this technology?

How will it make a difference to my students' learning?

Why is it preferable to not using technology?

How equipped are my students and I to use this technology?

How much time do I have to invest in making it work?

These simple questions can make it simpler to determine which stage of the SAMR model suits your needs. Remember that you don't always have to redefine your students' learning. A few simple technological additions to an already effective teaching strategy might be all you need to make a difference.

Using technology in the classroom sends a clear message to students. It shows them that you're connecting learning to the rapidly changing world outside the classroom walls, and you aren't afraid to adapt to a new challenge. Get creative with technology and you'll inspire as well as teach.

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The SAMR Model Explained (With 15 Practical Examples)

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What is the SAMR model and how does it apply to learning? Here's how you can harness each stage for more powerful classroom learning.

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Mathematics Teacher TPACK Standards and Development Model – CITE Journal

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In 1986 Lee Shulman launched a new way of thinking about the knowledge teachers need for teaching with a construct that he called pedagogical content knowledge (PCK). This new way of thinking about the knowledge teachers need for teaching called for the integration of content knowledge (the knowledge previously considered the primary knowledge for teachers) and pedagogical knowledge (the knowledge about teaching and learning). The intersection of these two knowledge bases, PCK, was described as the way of representing and formulating subject matter knowledge, the knowledge that makes the subject matter comprehensible to learners (Shulman, 1986, 1987; Wilson, Shulman, & Richert, 1987). More specifically, Shulman (1986) characterized a teacher’s PCK as knowledge of

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Teachers or students can create quizzes to practice and review in a fun way. Games are easy to join, students can compete, and students can independently practice on their own time as well. For a high school math application, this would best be used as a review tool; whether that is a station during a test review day, or end-of-lesson wrap-up, this is a fun game that can efficiently improve students' memorization of terms.

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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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Similar to Quizizz, Kahoot is a fun review game that is easy to set up and join, and makes review and practice easy, competitive, and fun.

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This is another website that can be used to gamify content. It is similar to apps like Kahoot, Gimkit, Quizlet, etc. Sets of questions can be created or accessed from the library of pre-made sets. Various games are available to choose from to play. Application: the teacher can use this as a transition tool to connect ideas, while giving students a brain break. Many of the games are for a set time, so students know how long they have, and when the game is over, the class can return to instruction. This can also be successfully used as a bellringer/exit ticket game to prepare for class/review content and learning target.

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Loom is a screen casting/recording tool that teachers can use to record class sessions as they teach. These recordings can be posted so that students can access outside of class when needed. Students can also use this app to create recordings and submit them to the teacher. Application: students record a quick lesson/demonstration of how to use a newly learned skill/strategy/formula (similar to how Flipgrid would be used). Note: this is a paid program.

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Loom’s free screen recorder helps teachers & students at schools, universities, or educational institutions communicate easily through video. Sign up today, it’s free.

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Students can create personalized books to show discovery and knowledge. This is a similar but alternative product for a project that would normally require students to create a powerpoint or some other kind of infographic. Application: students create a book explaining similarities and differences between various function families and their graphs.

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Bagel Institute is a simple platform for students to anonymously ask questions. Teachers can create classroom lobbies that are accessible to students via a code. Teachers may open "baskets" for students to type questions that anonymously get posted for the teacher to see. There is also a function for the teacher to ask questions to assess student comprehension. Teachers can project the page including all of the class's questions. The creator of this tool noted in his blog that it does slow down teaching; it forces the teacher to attend to each student's needs and allows deeper understanding to happen, now that "embarrassing, dumb, or simple" questions can be asked in a lower stakes manner.

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By using Bagel Institute, you agree to our Terms and Conditions and Privacy Policy.

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Classkick can be used as a tool for live interactive classwork. Students access from their device via a code, no account needed. Teachers can always see students' progress, and facilitate and answer questions in the program.

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Edpuzzle can be used to simply create share online quizzes, tests, and videos. Students can access these in school or at home. Videos can have questions built in, so that periodically throughout the video, students will be prompted to answer related questions. Application: Teacher can create a video explaining the process of solving systems of equations, and throughout instruction, the video pauses and asks the students questions which the teacher has prepared. This can be a great tool for at-home learning.

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Edulastic is an assessment tool in Peardeck. Teachers are able to create and assign tests, quizzes, and assignments. Teachers can create a classroom so that each of their students can access assigned information. Teachers can monitor progress in real time. There are built in AI features such as quiz/lesson generators. This may be a useful tool as it will save time for teachers.

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Edulastic: Formative and Summative Assessments Made Easy

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Students can use Tinkercad to create 3D models easily and quickly. It is free to use. Tinkercad is a great way for students to learn 21st Century skills like computer science, modeling, coding, etc. This could be a great tool for modeling math ideas for a project. Students could create something in Tinkercad and then use another tool to create a video/presentation explaining it.

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Padlet is a collaborative wall/board creator. Students can easily create, access, share, and work together in Padlet to create posts with text boxes, links, attachments, etc. This can be used for a research project; students gather sources of various types and organize them into categories, attaching summaries and insights gained from them.

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Wolfram|Alpha is a powerful online calculator. It is able to understand prompts in both math notation and natural language. (Instead of using specific notation, you can write, "derive 2x^2+3x+1" and it will know how to do it.) There is also a problem generator on the site and produces infinitely many example practice problems in numerous topics in six areas of math (arithmetic, number theory, algebra, calculus, linear algebra, stats). This is a great tool to use in-class or at home to check work, help solve math problems, and practice skills.

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Discover thousands of math skills covering pre-K to 12th grade, from counting to calculus, with infinite questions that adapt to each student's level.

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Desmos is an online calculator with 6 types of calculators: graphing, scientific, four-function, matrix, geometry, and 3D. Each of these calculators are extremely user-friendly and easy to use. Students do not need an account to access, but can save work with a free account. Desmos also has a teacher version, in which teachers can create interactive lessons.

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GeoGebra is another online calculator, but it is more focused on geometry. This is another easy to use software; students can use it to model in 2D and 3D.

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MagicSchool has two main pages - MagicSchool and MagicStudent. Both pages have dozens of AI tools for specific tasks in education: lesson plans, rubrics, chatbots, language support, etc. MagicStudent is programmed so that it is best for students to use.

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Gamma is an AI tool that is programmed to create presentations. It can be prompted by typing, pasting, or attaching files. It can format presentations in different ways, and users are able to personalize and edit them afterwards. It is a great tool to get a jumpstart of creating a presentation.

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Socratic is an AI tool that is trained to help solve math problems. It is able to effectively understand hand-written work by the use of the camera function, and can also support text-to-speech. This is a great tool for checking work.

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Maple 2016 - Technical Computing Software for Engineers, Mathematicians, Scientists, Instructors and Students - Maplesoft

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The result of over 30 years of cutting-edge research and development, Maple combines the world's most powerful mathematical computation engine with an intuitive, clickable user interface.