10-Rep Learning ~ Teague's Tech Treks

Learning Technology & Tech Observations by Dr. Helen Teague

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Weekend Ed. Quote ~ November 1

In keeping with the changing of the clocks in the U.S. specifically and the passage of time in general here is our Weekend Ed. Quote.

“Education is the passport to the future, for tomorrow belongs to those who prepare for it today.” – Malcolm X

Education Passport Quote by Malcolm X

 

 


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3 Easy Activities to Connect STEAM and Changing of the Clocks

Early Sunday morning ends Daylight Saving Time (Nerdy Grammar Alert: “Saving” is singular).

Fall Back 2025

Saturday night (or early Sunday) we turn our clocks back to “gain” an extra hour. Around here, we wait each other out to see who will change the trickier, complicated clocks, so, during the stand-off there will literally be five time zones, just in our house!

Here are three quick STEAM-related Icebreaker or Exit Activity, or Early Finisher activity.

1.) Using a Museum collection or the Library of Congress collection, search for artistic representations of clocks or the passage of time. Either display several for students and see if they can tell the time displayed or invite students to complete their own Museum-site search.  Examples include Salvador Dalí’s melting clocks in The Persistence of Memory, Edvard Munch’s Self-Portrait. Between the Clock and the Bed, and the meticulous automata clocks housed at The Metropolitan Museum of Art

Dali 1933 The Persistence Of Memory

Dali 1933 The Persistence Of Memory

For another example, The Library of Congress has an Astronomical Clock from Prague

Link: https://tile.loc.gov/storage-services/service/pnp/cph/3c00000/3c09000/3c09000/3c09004v.jpg

2.) Brainstorm a list of songs with the words “clock” or “time” in the titles or lyrics. For example,  “Time in a Bottle” by Jim Croce (1972).

3.) Low-Time/No Tech- In just two words, indicate how you will spend (or how you spent) your “Fall Back” extra hour. Use words that begin with the same letters as your initials. Example: For my initials, “V.F.” my answer for how I will spend my extra “Fall Back” hour is “Visit Family.”

Please share any of your ideas!

Happy Fall Back!

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Weekend Ed. Quote ~ October 24

“Communication leads to community, that is, to understanding, intimacy and mutual valuing.” ~ Rollo May, Psychologist and Author

Communication Quote by Rollo May

 

 

 

 


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Computational Thinking Activity Examples in STEAM

Computational Thinking Activity Examples in STEAM

Art and Computational Thinking rendered by Loveart

Artistic Image Rendered by Loveart

 

 

 

 

 

 

Computational Thinking…at the ECE and Primary Grade Level, the key is Teacher Modeling! Also, keeping the computational tools simple enough that younger Students can focus on creative expression while experiencing how technology expands their artistic possibilities. Each example maintains age-appropriate complexity while introducing Students how computational processes can enhance and transform their creative work!

Examples: Drawing and Models
Kinesthetic Materials such as Flannel cut-outs, popsicle sticks, clay, PlayDoh, can be used to create models, dioramas, and settings from their drawing blueprints.

Tools Programs like Scratch Jr., Geogebra, Tynker, or even simple drawing apps let students create digital art and animations. They can make characters move, change colors, or respond to clicks—combining their drawings with basic coding concepts.

Physical Computing Projects Students can use tools like Makey Makey to turn their drawings or sculptures into interactive pieces. For example, they might paint with conductive paint and create circuits that light up or make sounds when touched. This connects traditional art making with simple electronics.

Digital Collage and Photo Editing Even basic photo editing tools or collage apps let students manipulate images in ways that would be impossible with scissors and glue—changing colors, duplicating elements, adding filters, or layering images.

Music and Sound Creation Apps like GarageBand or Chrome Music Lab allow students to compose music computationally, experimenting with loops, beats, and digital instruments. They can create soundscapes to accompany visual art or storytelling.

Pixel Art and Grid-Based Design Pixel art naturally introduces concepts like patterns, symmetry, and coordinates. Students can create designs on graph paper and then translate them into digital formats, or use apps specifically designed for pixel art.

Stop-Motion Animation Using tablets or computers with simple stop-motion apps, students can animate their clay sculptures, drawings, or found objects—learning about sequencing and how many small changes create movement.

Pattern Generation and Tessellations Students can use simple coding blocks or pattern-making apps to create repeating designs and Tessellations. They might program shapes to rotate, flip, or change colors in systematic ways, exploring mathematical concepts like symmetry and repetition while creating visually striking artwork. Tools like Scratch or even Google Sheets can be used to generate complex patterns from simple rules.

Digital Storytelling with Branching Narratives Students can create interactive stories where readers make choices that affect the outcome. Using platforms like Scratch, Twine, or Book Creator, they combine their writing, illustrations, and basic programming to create “choose your own adventure” style narratives. The computational element is in designing the story’s logic and multiple pathways.

Light Painting and Long-Exposure Photography Students can use tablets or cameras with long-exposure settings to “paint” with light sources in dark spaces. They can plan their designs, experiment with different movements, and see how the camera’s computational processing captures their motion over time in ways the human eye cannot—blending performance art with digital photography.

Computational Poetry and Text Manipulation Students can use simple code or apps to manipulate text in creative ways—generating poems from word lists, creating acrostics automatically, rearranging words based on rules they design, or even making “word clouds” that visualize the frequency of words in their writing. This combines language arts with algorithmic thinking to create visual-textual art.

 

Computational Thinking…at the Secondary Grade Level, Students can also engage more deeply with the conceptual aspects of computational art: exploring questions about authorship, the relationship between artist and algorithm, digital culture, and how computation changes artistic practice itself. Secondary students can engage with more sophisticated computationally enhanced art practices.

 

Examples: Coding-Based Visual Art Students can use Processing, p5.js, or similar creative coding platforms to generate visual art through code. They might create generative art that produces unique patterns, interactive animations, or data visualizations that transform information into aesthetic expressions.

3D Modeling and Digital Sculpture Tools like Blender, Tinkercad, or SketchUp allow students to create three-dimensional digital sculptures and environments. These can be rendered as images, animated, or even prepared for 3D printing to bridge digital and physical art forms.

Game Design as Artistic Expression Using Unity, Unreal Engine, or more accessible platforms like Construct or GameMaker, students can create narrative-driven or experimental games that explore themes, emotions, and ideas—treating the game itself as an art object rather than just entertainment.

AI-Assisted Art Creation Students can experiment with AI image generators, style transfer algorithms, or machine learning tools to create hybrid works. They might train models on their own artwork, explore ethical questions about AI authorship, or use AI as a collaborative partner in the creative process.

Interactive Installations and Physical Computing Arduino or Raspberry Pi projects let students create installations that respond to viewers through sensors, motors, lights, and sound. For example, an artwork that changes based on proximity, environmental data, or audience interaction.

Digital Photography and Computational Imaging Beyond basic editing, students can explore HDR imaging, photogrammetry (creating 3D models from photographs), glitch art, or algorithmic manipulation of images to create surreal or abstract compositions.

Web-Based and Net Art Students can create interactive websites as art pieces using HTML, CSS, and JavaScript—exploring how browsers, hyperlinks, and digital navigation can become artistic mediums.

Music Production and Sound Design Digital audio workstations (DAWs) like Ableton, FL Studio, or free options like Audacity enable students to compose, manipulate, and layer sounds. They might create electronic music, soundscapes, or experimental audio art.

Motion Graphics and Video Art Tools like After Effects, Premiere Pro, or open-source alternatives allow students to create animated typography, video collages, or time-based digital art that combines moving images with computational effects.

Data Art and Visualization Students can transform datasets—whether personal, social, or environmental—into visual or interactive artworks that communicate information aesthetically, using tools like Tableau, D3.js, or custom code.

 

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Weekend Ed. Quote ~ October 17

“Communication is the solvent of all problems and is the foundation for personal development.”
~Peter Shepherd

 

 

 


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Weekend Ed. Quote ~ October 10

“If schools are built on a foundation of relationships, our communication should reflect humanity, not just efficiency,” ~George Couros 

 

 


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Protected: For Lisa – Example of Timeline of Educational Events Using Knight Lab

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Integrating ISTE Standards into a Woodshop class 

Integrating ISTE Standards into a Woodshop class 

ISTE Standards

     Integrating ISTE Standards into a Woodshop class transforms traditional woodworking into a modern, technology-enhanced, and globally-minded learning experience. By moving beyond just hands-on skills, students use digital tools for research, design, planning, and collaboration, all while still creating physical products. 

     The curriculum for the Woodshop class may not provide time for intensive lesson focus. It is important to include informational awareness and link the ISTE-S Standards link for reference. Consider options for early finishers. Students with technology aptitude can implement some of the suggestions in the list below. Additionally, Teachers can record the connections and add a connecting sentence or two in their opening Announcements, bulletin boards, electronic boards, Lesson Plans, parent correspondence, etc… 

Here are a few ideas for integration.

Examples for ISTE Standards for Students Integration:

  1. Empowered Learner

Students leverage technology to take an active role in their own learning. 

  • Self-directed tutorials: Teachers can post self-directed tutorials or student can post tutorials. When encountering a new tool or joinery technique, students create or find and watch relevant tutorials on platforms like YouTube and share their newfound knowledge with the class. 
  • Instructors can create class digital portfolios: Using a blog, website, or digital portfolio tool like Google Sites to document their entire class project process. Students can add content too by posting pictures of their designs, sharing videos of specific techniques, and writing reflective entries about challenges they overcame.
  1. Digital Citizen- Students will learn to act responsibly, ethically, and safely in the digital world.
  • Safety certification: Before using power tools, students complete an online safety module, demonstrating competency by passing a digital safety test. This teaches them to properly use online resources and follow safety protocols.
  • Copyright awareness: When researching project ideas online, Teachers and Students discuss and practice how to properly credit sources and use images under fair use, especially when presenting their designs. 
  1. Knowledge Constructor- Students will use digital resources to build and curate their own knowledge.
  • Materials research: Students research the characteristics of different wood types online (hardwoods vs. softwoods) to determine the best material for their project.
  • Project planning: Students find inspirational projects and design schematics from online communities like Instructables or Pinterest, using these resources to plan their own unique creations. 
  1. Innovative Designer- Students will use a design process and digital tools to solve problems.
  • Computer-aided design (CAD): Instead of drawing plans by hand, students learn to use 3D design software like Tinkercad or SketchUp to create digital models of their projects. They can then create a 2D scale drawing from the model.
  • Rapid prototyping: For complex joinery or project parts, students can use a 3D printer or a CNC machine to create a small prototype before cutting and assembling the real wood. 
  1. Computational Thinker- Students will develop and employ computational thinking skills to solve problems.
  • Algorithm-based design: Students write out the step-by-step procedure (an algorithm) for their project, from preparing the stock to the final finish. This helps them identify efficiencies and potential issues in their process.
  • Data analysis: Students can use spreadsheets to calculate material costs, board feet, or project timings. For example, they could analyze the price differences between various wood species to make a budget-conscious design. 
  1. Creative Communicator- Students will communicate clearly and creatively using a variety of digital tools.
  • Virtual art show: Students create a presentation using slides or video to showcase their finished project. The final presentation can be shared with parents, other classes, or the school community via a class website.
  • Peer feedback: Before construction, students can share their digital plans on a collaborative platform like Google Classroom or Padlet to get feedback from their peers, practicing respectful online communication. 
  1. Global Collaborator- Students will use digital tools to work with others to broaden their perspectives.
  • Community problem-solving: Teams of students can consider and propose a partnership with a local non-profit, such as a senior center or animal shelter, to design and build a project that meets a real community need, like a custom-built ramp or a durable doghouse.
  • Online collaboration: Teachers or Students can post student project plans or problem areas on an online woodworking forum, Wakelet page, Padlet,  to get feedback and solutions from experienced woodworkers around the world. 

To learn more about ISTE Standards, please click here.or use this QR-code:


ISTE Standards QR Code for Introductory Presentation

Please feel free to add your own ideas in the Comments (even if you do not currently teach Woodshop). 

 

                                                                References

10-Rep Learning (2025).  Integrating ISTE Standards into a Woodshop class. Edublogs. https://4oops.edublogs.org/2025/10/04/integrating-iste-standards-into-a-woodshop-class/

ISTE (2017). ISTE Standards for Students. https://iste.org/standards/students

Tannenbaum, D. (2024). Fostering collaboration among young students using digital tools. Edutopia. https://www.edutopia.org/article/student-collaboration-using-digital-tools

Warrior Woodshop (2022). Typical Education Technology in the Traditional Woodworking Classroom. [Video.]. YouTube. https://youtu.be/IZR8Pck6MaU?si=kok6dkxiUaf5IPxU

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Weekend Ed. Quote ~ October 3

“The way in which a curriculum first communicates what it values is through its organizing center and organizing center is the central idea upon which a unit of study is built.” ~Bena Kallick

Curriculum Materials by Teague and Lovart

Image generated by Lovart from prompt by Teague

 

                                                    References

Lalor, A. D. M. (2016). Ensuring high-quality curriculum: How to design, revise, or adopt curriculum aligned to student success. ASCD. p.16


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Weekend Ed. Quote ~ September 27

Fostering a sense of belonging affords regular opportunities towards “psychological safety, which Amy Edmonson describes as ‘the belief that the environment is safe for interpersonal risk taking. People feel able to speak up when needed–with relevant ideas, questions, or concerns–without being shut down in a gratuitous way. Psychological safety is present when colleagues trust and respect each other and feel able, even obligated, to be candid'” (Cohen, 2024; Edmondson, 2018, p. 254).

Psychological Safety quote by Amy Edmondson

Image source: https://amycedmondson.com/psychological-safety/

 

 

References

Cohen, G. L. (2022). Belonging: The science of creating connection and bridging divides. WW Norton & Company.

Edmondson, A. C. (2018). The fearless organization: Creating psychological safety in the workplace for learning, innovation, and growth. John Wiley & Sons.

 

 


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