Making Knowledge Construction Visible

Explore how to use the SOLO Taxonomy and Visible Thinking Routines to promote deeper student understanding and critical thinking. Discover practical strategies for educators to guide inquiry and foster independent learning.

Book Creator’s Be An Author Month: Nurturing Young Storytellers

Book Creator’s Be An Author Month is a wonderful opportunity to empower primary students to discover their inner authors. This initiative guides young learners through the entire writing process. It …

person writing bucket list on book

Beyond Performance: Cultivating a Learning Culture in Education

Empower student learning! Discover how to use formative assessment to cultivate student agency and reflection, fostering a growth mindset and deeper understanding. Dive into key strategies, explore different feedback approaches, and unlock the potential of a thriving learning culture.

Building community and developing collaboration through virtual play

One of the reasons Minecraft is so popular is because it is the ultimate multitasking experience. Minecraft is a virtual sandbox with limitless opportunities and variations. In today’s world of fast-paced …

Minecraft Education Edition: A Nexus of Creativity, Collaboration, and Esports in International Schools

Minecraft Education Edition has transformed learning by integrating creativity, collaboration, and problem-solving into an immersive educational experience. As esports grow globally, this platform is ideally suited for international schools, enriching student engagement and critical skills. Offering diverse game modes and fostering global collaboration through esports, it also serves as a versatile teaching aid across subjects like STEM, language arts, and social studies, supported by Microsoft Learn’s comprehensive training resources for educators.

Design in the Primary School

The purpose of implementing Design in primary school is to guide students in the overall management of design thinking and creative process. Design by nature is a transdisciplinary subject in which activities based on expression, design, and technology are carried out. This may include independent or community designs, manufacturing, and evaluation of one’s own or a collaborative craft process.

3 Simple ideas for gamifying your own learning (without technology)

Try to gamify your own learning before going to the deep end of the pool with your students. Gain an insight how gamification enhances your own motivation and engagement to …

Student Voice and Reflection

In the PYP Enhancements April communique we learned that Reflection is no longer a Key Concept. This was initially met with excitement and agreement on Twitter. Many educators felt that finally …

How-To: Using Seesaw for Conferences

Using Seesaw during student-led conferences Student-led conferences are a great opportunity to introduce the versatility of Seesaw to staff, students, and parents1 Here are the links for you to prepare your students and …

[instagram-feed]