Coding in Classrooms
Coding is a set of instructions given to a computer to produce different kinds of output. Learning to code involves a variety of competencies that can be introduced or developed in K-12 classrooms across the curriculum.
Place-Based Learning: using your senses and digital tools as you experience nature
Hybrid Approaches to Facilitating High-Impact Experiences With the global pandemic, teachers are being challenged to teach online, face-to-face or both. The current situation, in addition to shifting practices in education over the past decade or more, causes us to wonder: How can we virtually facilitate high-impact, place-based learning experiences with our students? What practices might […]
Makerspace:
Known also as fab labs, tinkering areas, or hackerspaces, makerspaces are generally areas where people can gather to make, create, and experiment with a variety of materials and tools. As the name suggests, makerspaces are spaces where people can make stuff. While these creations are often physical things, digital productions can also be included. Varying […]
Desmos Graphing Calculator
Most secondary math classes require the use of a Ti-84 graphing calculator. However, nowadays there are other online options to produce elegant graphing and math simulations. One of the free, yet still powerful, options is Desmos. Desmos is a free online tool that can make the affordances of a graphing calculator more accessible. It is […]
Podcast Series: interdisciplinary learning
Thinking Outside the Sandbox was created in summer 2020 as the result of a collaboration between two graduate students Belén Guillemin and Nashwa Khedr, together with Yvonne Dawydiak, Learning Design Manager, Teacher Education as part of the 2020 Scarfe Sandbox team. The inspiration for the podcast series came about as Belen and Nashwa interviewed Faculty […]