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

Instructional Apps for Adult Education (series)


The use of mobile devices in and outside the classroom is essential for in- and out-of-class learning. There are a LOT of apps (applications) available that can be used for hybrid, in class, or out of class instruction.

This series can cover several different apps during one session or focus on just one depending on the request* and/or at the trainer's discretion. Participants will be taken through each app from install, to setup, and on to use in and out of the classroom. Tips and tricks on how to get students to use the apps will also be covered and questions will be answered throughout.

Apps presented may include but are not limited to*:

  • Bitmoji - a social media app that allows anyone to create cartoon versions of themselves. Teachers can add bitmoji's to slides, email messages, and more to keep students engaged and connected.
  • Kahoot! - a game-based learning platform, used as educational technology in schools and other educational institutions. Its games (kahoots), are user-generated multiple-choice quizzes that can be accessed via a web browser or the Kahoot app.
  • Quizlet - create or use others' study sets online or using a browser or the Quizlet app.
  • Quizizz - a creativity software used in class, group works, pre-test review, exams, unit test, and impromptu tests. Allows students and teachers to be online at the same time in a browser or by joining with a URL using a device.
  • Remind - a communication tool that helps educators reach students where they are. 
  • ThingLink - helps teachers create interactive content to drive learner engagement. ThingLink can be used to tag images and videos as well as 360° images and 360° videos! Enhance infographics and more using this online tool in a browser or the app.
  • Wakelet - a content curation platform where teachers and students can save links, videos, and images as items organized into learning collections. Users can add notes to each Item in order to tell a story, ask questions, or give directions.
  • Requested Apps* - as an inservice for a qualifying adult education program, OTAN can cover most apps available as instructional tools if the request is made in a timely manner to allow development of training materials.

Prerequisites: Participants must have basic device skills (laptop, tablet, and phone) and know their login to an email address (for setting up app accounts.)

Each part of an OTAN series is conducted as a "hands-on workshop" where participants are encouraged to follow along on their own devices. Questions are answered throughout and materials are shared at the end of each session. The desired outcome of OTAN series' is that participants will have a working understanding of the application covered and be able to use it in their program or classroom.

Detailed descriptions of topics covered will be included on the CA Adult Education Professional Development calendar as webinars and workshops are scheduled.

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An OTAN Certificate of Attendance will only be awarded to those that have pre-registered and attend at least 75% of the scheduled time.
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*OTAN workshops listed as "series" may be scheduled by qualifying adult educations agencies and programs. For more information about series workshops and others, please contact with subject "Training."


3.0 hours


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OTAN activities are funded by contract CN200091-A2 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.