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March 15, 2011
Timely reminders, fabulous freebies, best sites & more "worth the surf"
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In Partnership With:
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Into
one of the worst budget years in recent memory comes a new guide to
finding federal funding for literacy programs. The Finance
Project issued the
182-page guide entitled Learning
to Read: Guide to Federal Funding for Grade-Level Reading
Proficiency. The
study walks districts, states, community groups and others through
more than 100 sources of federal funding for reading programs aimed
at children from birth through age 8. The report is part of the
Campaign for
Grade-Level Reading,
which brought together approximately 70 funders to try to focus
renewed attention on the importance of getting all children reading
at grade level by the time they’re nine years old. Click
Here for More Information About Campaign
Click Here to Download Free Guide
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The
Libri Foundation’s
Books for Children Grants
program donates new, quality, hardcover children’s books for small,
rural, public libraries with an active children’s department. The
average total operating budget of a Books for Children grant
recipient must be less than $40,000.
Deadline: April 15, 2011 Click Here for More Information
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The
Education Division of the Software
& Information Industry Association
(SIIA) is seeking applications for its Innovation
Incubator Program.
Developers of innovative K–12 and postsecondary educational
products or services that support personalized learning will be
reviewed, and a select group will be invited to participate in the
annual Ed Tech
Industry Summit in
San Francisco,
May 22–24, 2011.
The program is open to applicants from academic and nonprofit
institutions, pre-revenue and early-stage companies, and
long-standing companies with newly developed technologies that enable
student-centered, customized teaching and learning models.
Deadline: March 29, 2011 Click Here for More Information
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GRAMMY
Camp, as it is named,
pulls together high school students from across the United States for
10 days of intense music
instruction,
collaboration
and performances.
Depending on their interests, students follow one of several tracks.
Those include rock-star-style paths for singing and songwriting or
performance, but also others that are behind the scenes, such as
audio engineering or electronic music production. The Camp is put on
by the Grammy
Foundation,
which is affiliated with the Recording Academy, the organization that
hosts the annual Grammy Awards. It’s backed up by university
faculty, music notables and companies such as Avid, which provides
access to industry-caliber gear and training experts. This year
Grammy Camp will take place July
9–18 in Los
Angeles. The
foundation is also introducing a seven-day camp in New
York, which will take
place August 2–8.
Deadline: March 31, 2011 for applications Click Here for More Information
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Teens
can win up to $3,000 for their public or school library through a
video contest
launched by the American
library Association
(ALA). The contest encourages teens aged 13 to 18 to create original
videos on the theme Why
I Need
My Library (now more
than ever). To participate in the contest, teens need to submit one-
to three-minute videos on YouTube. The videos can be live action,
animation, machinima or a combination of techniques, and teens can
work in groups of up to six. The contest’s Web site includes a list
of tips
and resources
on making a video as well as the judging
criteria.
Deadline: Upload videos to YouTube by midnight April 18, 2011 Click Here for More Information
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Plus:
Library Snapshot Day
(April 2011) provides a way for libraries of all types across a
state, region, system or community to show what happens in a single
day in their libraries. How many books are checked out? How many
people receive help finding a job? doing their taxes? doing their
homework? This initiative provides an easy means to collect
statistics, photos and stories that will enable library advocates to
prove the value of their libraries to decision makers and increase
public awareness. Visit the ALA
Connect page for
information sharing, tips, questions and ideas.
Click Here for More Information
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CDW-G
and Discovery
Education have opened
the ninth annual Win a
Wireless Lab
Sweepstakes, which
will provide a $50,000 21st-century classroom to three grand-prize
winners. Each classroom includes 20 notebook or tablet computers, an
interactive whiteboard, student response devices, projector, document
camera and more. Educators and school employees at public and private
schools can enter once per day. From the entry page, participants can
Tweet about the contest to earn an additional entry. New this year,
the sweepstakes will capitalize on Twitter and Facebook to notify
followers of special prizes awarded on select days throughout the
contest period. To find out about these promotions, educators should
follow @WinWirelessLab on Twitter and become a fan of Win a Wireless
Lab on Facebook.
Deadline: May 2, 2011 Click Here for More Information
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The
Follett Software
Company has issued
its $100K Follett
Challenge to find the
best innovations in school libraries. Recognizing the strong link
between library programs and student success, this contest advocates
for the role librarians play as champions in school programs that
drive student achievement. Six winning libraries will be rewarded
with the cash equivalent of products and services from Follett. Five
prizes, including a $35,000 first-place prize, will be awarded by a
panel of judges. A sixth $10,000 prize will be awarded based on
online voting for the best video. The application consists of a
detailed program description, a written endorsement of support from
the school’s administration and a three- to five-minute video as a
creative representation of the program’s impact. Deadlines:
Entries due by June 1, 2011; voting begins June 23, 2011 and ends
September 2, 2011
Click Here for More Information
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The
growing use of Skype
by teachers and
students has prompted the company to update and enhance its services.
The new Skype in the
Classroom allows
educators to post their profiles, interests and other information as
part of a directory of educators looking for opportunities to share
resources, tips and classroom exchanges. The service could eventually
help link teachers and classrooms with outside speakers, such as
experts, authors and other professionals.
Click Here for More Information
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National
Geographic Giant Traveling Maps
invite children in grades K–8 to explore geography in a very
hands-on—or rather feet-on—way, and they are available for loan
to your school. The maps’ brightly colored, smooth vinyl surfaces
accurately illustrate and label the countries, bodies of water,
mountains and cities. Students can take part in activities, including
safaris, scavenger hunts and competitive games. Along the way, they
will gain knowledge of country locations, capital cities, population
centers and physical features, as well as learn important historical,
wildlife and cultural characteristics. Accompanying each map is a set
of activities
as well as atlases,
books,
music,
videos
and game materials.
Click Here for More Information
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The
new documentary short
Blindspot
is an intimate portrait of two young blind New Yorkers who embrace
the city of New York on a daily basis. Jamil (26) and Tamesha (24)
are the focus of the film, and they have known each another since the
fourth grade. Aided by Jamil’s guide dog, the two demonstrate what
life is like in a city that often doesn’t “see” them. The
producers call this film a “visual poem” and use it to prove the
truth behind Stevie Wonder’s famous words that “just because a
man lacks the use of his eyes, doesn’t mean he lacks vision.”
View the film on Described
and Captioned Media’s
Web site. A comprehensive lesson
guide provides
many ideas for learning activities.
Click Here to View Film and Access Resources
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Songs
from the past are
like recordings from long ago. They give us a sense of what our
parents, grandparents and extra-old ancestors feared, hoped for and
celebrated. Every song has a story behind why it was written. The
ones on this ARTSEDGE
page touch on important moments in U.S. history. As your students
read about the songs from the past, encourage them to keep these
questions in mind: What songs being created today will tell their
story to their children and grandchildren? And what story will their songs
tell?
Click Here to Access Free Songs
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Voices
of Civil Rights
documents the civil rights movement in the U.S. Nearly 50 photos,
posters
and descriptions
depict important events and individuals: school integration in Little
Rock (1957), the lunch counter sit-in in Greensboro (1960), the
memorial service for Medgar Evers (1963), the March on Washington
(1963), the Selma-to-Montgomery March (1965), the Voting Rights Act
(1965) and others.
Click Here to Access Free Resources
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Plus:
From History.com,
Save Our History:
Voices of Civil Rights
is a free,
downloadable teacher’s
guide to the
thousands of stories from individuals who lived during the civil
rights era from the 1940s through the 1960s.
Click Here to Access Free Teacher’s Guide
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ACME
Animation Online is
an interactive
community of persons
learning and sharing their knowledge about animated
filmmaking and
related fields. It’s a place where students can take on animation
challenges, display their personal projects, give and get feedback,
and improve their knowledge and skill in this art form. On ACME,
professional animators—representing every aspect of the art
form—inspire and inform classroom programs and individuals alike.
ACME is for anyone—beginner to advanced—who is interested in
learning more, and for professionals to share their insights about
the art form they love. For information about connecting your program
to ACME Animation Online, contact [email protected]
Click Here to Visit Web Site
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The
National Science
Digital Library
(NSDL) is the nation’s online library for education and research in
science, technology, engineering and mathematics (STEM). It provides
free math
lessons and
activities
aligned with the Math
Common Core Standards,
as well as STEM-related
blogs and other free
teacher resources and
lesson plan ideas. Targeted for K–12 teachers, higher-education
professionals and librarians, NSDL also provides science
literary maps and
iTunes multimedia
files.
Click Here to Visit Web Site
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Plus:
NSDL has assembled a collection of math resources from its providers
and partners to create the NSDL
Math Common Core collection.
The collection is growing fast—new resources are being added, and
the collection is curated, via a three-tiered review process, to
assure both the quality of its content and the close relationship
between resources and standards. The NSDL Math Common Core collection
is organized by grade level and domains, with each resource further
detailing the standards addressed. Content includes lesson
plans, computer
applets,
presentations and
explanations of
procedures,
and similar interactives that give feedback on performance to
learners and teacher.
Click Here to Visit Web Site
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LEGO
Education and
Learning.com
offer teachers a way to ignite their students’ interest in science,
technology, engineering and mathematics (STEM) by collaborating to
deliver a LEGO
Education Simple and Motorized Mechanisms curriculum
module
through Learning.com’s digital learning environment. Teachers can
find the LEGO Education curriculum module that focuses on key
physical science principles, assign it to students and then grade and
track student progress—all online. Students work as young
scientists, engineers and designers to explore scientific principles
and apply them to hands-on problem-solving activities.
Click Here to Visit Web Site
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Designed
for grades 1–6, Britannica
SmartMath
provides online math
practice that adapts
to each student’s ability. Unlike traditional math practice,
SmartMath
builds formative
assessment into the
learning process. Students who do well see more challenging
questions, and students who struggle see progressively less difficult
questions until they achieve success. With SmartMath,
students spend more time on task because they are working at their
own level and having fun, significantly improving their math skills
and test scores. Try it out, for free,
online. Click
Here for More Information
Click Here to Try Free Demo
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Plus:
Check out insideBritannica,
a free
monthly
newsletter
that includes tips to help librarians, teachers and students make use
of the many educational resources in Britannica Online. Read previous
editions of insideBritannica
and learn more about this resource.
Click Here to Sign Up for Free Newsletter
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On
the morning of December 26, 2004, many coastal residents of
northwestern Sumatra were startled as water at the shore dramatically
receded below the normal low-water mark, leaving fish flapping on the
exposed beach. The people drawn closer to the coast by this
remarkable sight surely didn't know how to explain the water's
bizarre behavior. Yet even in the early hours of the tsunami
disaster, scientists began to grasp what was happening. PBS
NOVA’s
Web site presents two interactives that will help students understand
the tsunami that took place in 2004 as well as the recent tsunami
that occurred in Japan and spread to the west coast of the United
States. In Anatomy
of a Tsunami,
students can follow the tsunami from its birth at the seafloor to its
devastating collision with coasts around the Indian Ocean. In Once
and Future Tsunamis,
students can explore key tsunamis dating from 3.5 billion years ago
right through possible future events, and discover what experts have
learned and continue to learn from studying them. Click
Here to Access Anatomy of a Tsunami Interactive
Click Here to Access Once and Future Tsunamis Interactive
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Reach
the World’s
GeoGames
and world geography
mapping rubric turn
geography instruction into an interactive, assessment tool for the
classroom. Using the tool, students construct an accurate rendition
of Planet Earth’s major geographic features, along with a printable
map. This digital-media teaching tool is based on studies by
researchers at Teachers College, Columbia University. On the site,
you can watch students playing GeoGames. Can your students best their
times?
Click Here to Visit Web Site
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Story
Creator 2.0 focuses
primarily on the creation of stories related to myths and legends.
Students can select backgrounds and pictures from the gallery or
upload their own images. They can record sounds and narration or
select from a gallery of sound effects, add conversation bubbles and
compose a short story of up to six chapters. The Myths
and Legends section
of the site includes animated
stories accompanied
by audio.
Each myth or legend is accompanied by audio along with the story
text, an explanation of the origin of the work and a glossary of
words used in the story. Click
Here to Visit Web Site
Click Here to Access Myths and Legends
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Plus:
The Teachers tab
at the top of the page provides access to a range of Teachers
Resources
created or recommended by teachers for use in lessons. These have
been categorized into general
resources (those that
could be used with any of the myths and legends within the site) and
resources specific to
a particular myth or legend.
There is also an opportunity for you to add your own resources to
share with other teachers. A guide to using the Myths and Legends Web
site is available in the General resources section.
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Last
month, PBS Kids,
part of the Public
Broadcasting Service,
began testing games that use “ augmented
reality,” or
computer-generated content that is combined with images from the real
world. Using augmented reality, a computer or smartphone can detect
objects and provide information about them. Children can also move
the real objects to make something happen in a computer game. Other
games that bridge the gap between real and virtual ask children to
document their activities by taking photos, making videos or
recording their location using a GPS device, typically with the help
of their parents. The PBS efforts are unusual in that they are
focused on education and aimed at children as young as four or five.
PBS rolled out a prototype
game late last year
with its Dinosaur
Train series.
Children can print out a picture of a dinosaur egg and manipulate it
in front of a webcam to make the egg “hatch” onscreen. PBS is
also testing augmented reality games that use mobile devices,
including one targeted at preschoolers about a dinosaur dig where
children find, sort and measure virtual bones. Another Dinosaur
Train game that
merges technology and reality lets children and their parents use
GPS-enabled devices to find “geocaches”—boxes that are hidden
at specific coordinates and contain dinosaur-themed material. Click
Here for More Information About Dinosaur Train
Click Here for Information About Geocaching Challenge
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Pioneered
by Logical Choice
Technologies, Letters
alive brings a
kingdom of 26 “seemingly alive” digital
3-D animals (one for
each letter of the alphabet) and 94 sight-word
cards into classrooms
with the goal of teaching children to read at the preK and K levels.
The Letters alive
creatures are intelligent: they have not only the capacity to respond
to students’ actions, but also the astounding ability to answer
their questions. When students encounter three-dimensional
characters, such as Gerdy Giraffe, Henry Horse or Frankie Frog, and
see them respond to their actions and questions, they can establish
strong connections between the letters and the animals the letters
represent, how the letters sound and how they are used. They can also
learn the meanings of words and how they are used in sentences. When
the Letters alive
cards are arranged to ask “can the frog swim,” Frankie Frog
actually begins swimming. When a student puts down the cards to read,
“the giraffe is red,” Gerdy gets so embarrassed that she turns
red. To accompany this augmented
reality-based curriculum,
Logical Choice provides a full school year of lesson
plans aligned to the
Common Core State Standards. The Letters
alive curriculum will
be available during the first quarter of 2011. The product consists
of a set of 124 virtual
3-D cards, software,
curriculum guide
and recommended student
activities. View a
video of this augmented reality-based curriculum online.
Click Here to Visit Web Site
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Make
a hit when you use baseball to explore the instruments of the
orchestra. Perfect
Pitch explores the
variety of musical
instruments in
orchestras from baroque to modern. Through the interactive
on this ARTSEDGE
page, students learn
how instruments are made, create their own orchestral arrangements,
find out about famous players and composers, and put instruments into
their historical context. Guided listening is combined with questions
about the history, construction and use of the instruments. A
baseball metaphor and lots of options for exploration and play will
keep students coming back to this one!
Click Here to Access Interactive
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