There are so many great ways to incorporate technology into science learning. Through different apps and websites students are able to think critically and creatively when it comes to science. When teachers think about what kind of technology we should integrate into our science curriculum it is important to consider whether our students will be consumers or creators.
Students are digital consumers when they are interacting with content that has been generated by someone else, are a user of an app that provides a service, or are providing responses to online prompts (Pacheco-Guffrey). It's important that students are provided with ample opportunities to be creators when using technology. According to the website "Edutopia" (2011), "Apps that fit into the "creating" stage provide opportunities for students to generate ideas, design plans, and produce products." Check out the article here if you'd like to view some examples of apps where students are creators.
On this page you will find several websites, and apps that allow students to be both creators and consumers in science. Check out the Massachusetts Science and Technology/Engineering Standards to see what technologies you can use for your grades' science standards.
The Stop Motion Studio app makes creating animations or videos easy. Students can easily select photos from their photo library and create videos. It is a great tool to use in science because students can document different things and then create videos from their photographs (i.e. plant life cycle, changes in nature, etc.) Students are creators when they use Stop Motion Studio.
(Grades 2-6; $0.99)
Changes in nature are a huge focal point of the Massachusetts State Science Standards. Check out how I used the Stop Motion Studio app in order to track the small changes of a rotting cucumber. I took two photos daily for 7 days.
Students could also track changes of a half-eaten apple, a clementine and its peel, a carrot top in water, fresh cut flowers, shadows cast by objects, sun in the sky, puddles, melting snow, and sky conditions. The possibilities are endless!
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This apps allows students to choose a character and control the weather. The character reacts to the weather in real time, and the learner must prepare their character for the appropriate weather. Students are consumers when they are using this app.
(Grades K-1; Free)
This website offers standards based hands-on science lessons. The website provides the teacher with a video that gives you step by step directions. All of the worksheets and assessments are provided. Students are both consumers and creators when they participate in Mystery Science lessons.
(Grades K-6; Subscription needed)
This website offers short animated movies for students in grades K-6. BrainPOP has educational videos in all subjects, but I mostly use it for science and social studies. You can also find quizzes and supplemental resources for every topic. Students are consumers when they watch BrainPOP videos.
(Grades K-6; Subscription needed)
In the Marco Polo Arctic app students explore the marine and land Arctic life of three different environments: the tundra, tiaga and ocean. As students "build" the animals, they will learn more about them. Students can discover how the animals interact with one another and what the animals eat. Students are consumers when using the Marco Polo Arctic app.
(Grades 1-3; Free)
Google Maps is an interactive web mapping service that allows your students to explore places digitally. It's a great tool for students to be able to explore their town more closely. Students can input their address, and search for surrounding bodies of water. Then they can visit these places in real life! Students are consumers when using Google Maps.
(Grades K-6; Free)
Google Expeditions is a Virtual Reality (VR) and Augmented Reality (AR) app that lets you explore the world virtually and brings abstract concepts to life. Imagine bringing a tornado or bee hive into your classroom! Students can explore national parks, historical landmarks, and underwater sites. Here is a great link to over 100 expeditions. Students are consumers when using Google Expeditions.
(Grades 1-6; Free)
Optional: Google Cardboard ($9-15)
Magnet Hunt is a web-based simulation app that allows students to explore the physics of magnetism. There is a "playground" where students can explore magnetism. Then, there is game students can play to test their knowledge! Students are consumers when using this web-based app.
(Grades 3-5; Free)
The Nico & Nor Coconut Star app helps students explore force and motion. It has 16 levels where students must successfully roll a coconut over various surfaces. It helps student think about how much force the coconut needs to meet the target goal. Students are consumers when using this app.
(Grades K-3; Free)
Google Earth is another great way for students to be able to explore the Earth and space. Next time your students study a new place, have them create a Google tour! This website offers you 10 great ideas on how you can integrate Google Earth into your science lessons. Students can be consumers or creators depending on how they use Google Earth.
(Grades 3-6; Free)
Explore.org is a website or an app that allows you to see live streams of animals from all over the world. You can also view highlights from various streams. These video streams could enhance your science teaching especially when it comes to life science! Students are consumers when using this app.
(Grades K-6: Free)
Google Arts & Culture allows students to explore different places all around the world such as landmarks, historical places, famous sites, art, and national parks. When it comes to science learning the interactive guides through the national parks are incredible! Students are consumers when using Google Arts & Culture.
(Grades 3-6; Free)
In the Marco Polo Ocean app, students can explore the marine and plant life in the ocean. As students "build" the animals and plants, they will learn more about these marine creatures. Students can feed the animals and observe how they interact with one another. Students are consumers when they use the Marco Polo Ocean app.
(Grades K-3; Free)
One interactive and engaging way to incorporate technology in science is to create a TPACK unit for your students (Click here if you're not sure what TPACK is). I have included an example of a TPACK Science Unit that I created for 3rd graders.
This unit provides students with 4 technology rich and inquiry based learning activities to answer the essential questions. Throughout these investigations students will compare Arctic ocean and Coral Reef ocean habitats, and the marine animals that live there. They will discover the changes to ocean habitats and how these changes affect marine animals. Students will develop their own claims to answer the essential questions and provide evidence from several different learning activities to support their claims.
Students will learn so much more when they are required to discover the answers for themselves! Feel free to use this unit with your students, or as an example for you to create your own!
Here is the technology required for my
Science TPACK Marine Unit:
Youtube
Chromebook
iPad or Tablet
References
Darrow, Diane. (2011, October 4). K-5 iPad Apps for Creating (Bloom's Revised Taxonomy, Part 6) Edutopia. https://www.edutopia.org/blog/ipad-apps-elementary-blooms-taxomony-creating-diane-darrow.
Pacheco-Guffrey, H. Module #2. [PowerPoint Slides]. https://bridgew.blackboard.com/webapps/blackboard/execute/content/file?cmd=view&content_id=_2406528_1&course_id=_67000_1&framesetWrapped=true