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Leading adult education through support for and the effective application of technology.

Apps in the AE Classroom Sessions / Series

Description

Integrating technology into curricula helps adult education programs adapt to the needs of the students while benefiting both teacher and student.  Educational technology, in the form of apps, makes it easier for educators to tailor their curriculum to multiple types of learning styles and locations including in-person, blended, or hy-flex.

There are MANY online apps and tools that allow teachers to create games and assessments, post discussion boards, create study tools and more! Once the creation process is complete, those tools can be accessed by students individually or in teams, as study guides, or even as homework. Many of these apps also allow students to create their own games or flashcards.

These sessions will show adult educators and staff how to use a variety of online tools for teaching synchronously or asynchronously. The current apps (listed below) can be customized to fit the needs of a requesting agency. Where presentation sessions may include multiple apps, workshops may include no more than 3 apps in one session. Multiple sessions may be requested when scheduling to cover a variety of apps or a progressive series.

Apps that are currently included are not limited to:

Bitmoji Classroom 1 & 2: a progressive series that covers topics that range from how to create an account, designing a Bitmoji, adding to a Google account, and using Bitmoji to design a classroom within Slides.

Canva: a series centered around the design tool that includes how to create accounts, use predesigned templates, build designs, and use with other presentation tools.

Classflow: an online lesson delivery application that can be used to distribute activities and content to both online and classroom students on any device

EdPuzzle: a video-based platform that engages students. Easy to use and ready-made projects are available.

Learn 360: a vetted library correlated to standards and organized for schools that is easy to use and full of appropriate videos, clips and more from the industry’s top producers.

Kahoot:  a game-based learning platform used to review students' knowledge, for formative assessment or as a break from traditional classroom activities.

Microsoft and Google Apps: a series within a series, "Easy Projects using Microsoft and Google Apps" is a progressive series using each platform's productivity apps. "Easy apps" explores project-based activities using the Microsoft Office Suite and Google Workspace for Education. Projects using Word, Docs, Powerpoint, Slides, Excel, Sheets, and Forms will serve the dual purpose of language practice (writing and speaking) and learning basic functions of common software programs in use at home, school, and the workplace. Each part may be scheduled individually or as a progressive series - Part 1: Word, Powerpoint, Docs, and Slides; Part 2: Powerpoint, Excel, Slides, and Sheets; Part 3: Microsoft and Google Forms.

Nearpod: an interactive tool that engages students by adding interactive activities to lessons like polls, collaboration boards, and game-based quizzes. Students can interact and submit responses through any mobile device or laptop.

Northstar: gives a broad or customized look at the Northstar Digital Literacy which defines the basic skills needed to use a computer and the internet in daily life, employment, and education. The Northstar Curriculum may also be covered as well as the Northstar digital literacy standards and Northstar Online Learning (NSOL). Integration of both synchronous and asynchronous instruction across programs to teach digital literacy skills and prepare students for the Northstar assessments is also discussed.

Padlet: allows collaboration online with posted text, images, links, documents, videos and voice recordings.

Quizlet: helps students study information through interactive tools and games by having students practice and master what they have learned.

Quizizz: allows teachers to create lessons, conduct formative assessments, assign homework, and have other interactions with their students.

Symbaloo: a web-based app that can save, organize, and share favorite links in one place. Tiles are used to create one-click access to websites, google docs, videos, and more.

ThingLink: allows teachers to integrate tools into images to help students visualize learning.

Wakelet: is used to create collections - like boards for the classroom that can contain text, images, links, videos, and more!

Not seeing an app for a session you would like? Contact support@otan.us!

Prerequisites for Sessions

All participants must have basic computer skills and a valid email address. Additional requirements may apply depending on the session and apps explored

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OTAN Certificates of Attendance are awarded only for workshop sessions to those that are pre-registered and attend at least 75% of the scheduled time.

For more detailed session descriptions or customization options for titles, contact support@otan.us.

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OTAN activities are funded by contract CN220124 from the Adult Education Office, in the Career & College Transition Division, California Department of Education, with funds provided through Federal P.L., 105-220, Section 223. However, OTAN content does not necessarily reflect the position of that department or the U.S. Department of Education.