Verizon Innovative Learning HQ is a free online education portal which empowers educators to help bring new ways of learning and next gen tech into the learning experience. The site includes hundreds of free lessons for K-12 ranging from supplemental turnkey lessons to yearlong courses, immersive learning experiences that can be accessed with technology ranging from mobile devices to VR headsets, and microcredential aligned professional development to help educators learn new skills and feel more confident integrating technology into the learning experience.
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In this lesson students learn a basic west african drum groove (as …
In this lesson students learn a basic west african drum groove (as this music is the root of most pop, rock, hiphop, jazz and latin music internationally and is still played today) and how to transfer this to the sequencer from standard notation.
Estimated time required: 1-2 class periods.
Technology required for this lesson: Laptop/Desktop, VR Headset (Optional).
Scaffolding from the work in the previous lesson, here we not only …
Scaffolding from the work in the previous lesson, here we not only practice programming the drum sequencer, but we learn to create and improvise based on the given funk drum groove.
Estimated time required: 1-2 class periods.
Technology required for this lesson: Laptop/Desktop, VR Headset (Optional).
Here, students are provided with links to music for directed listening. They …
Here, students are provided with links to music for directed listening. They are encouraged to write and reflect, with prompts and prompting questions, to the music they hear.
Estimated time required: 1-2 class periods.
Technology required for this lesson: Laptop/Desktop, VR Headset (Optional).
This lesson emphasizes and provides structure for collaboration. Students create their own …
This lesson emphasizes and provides structure for collaboration. Students create their own beats, evaluate the beats of others and provide feedback. They conduct self-assessments of their own creations.
Estimated time required: 1-2 class periods.
Technology required for this lesson: Laptop/Desktop, VR Headset (Optional).
This lesson is similar to a capstone-type project where students begin and …
This lesson is similar to a capstone-type project where students begin and present (if possible) their own self-produced beats. They are encouraged to write about their experience.
Estimated time required: 1-2 class periods.
Technology required for this lesson: Laptop/Desktop, VR Headset (Optional).
Lesson 6 is an introduction to George Clinton, a prominent figure in …
Lesson 6 is an introduction to George Clinton, a prominent figure in funk music and Afrofuturism. It consists of three activities: a 5-minute engagement activity where students watch clips about George Clinton, a 15-minute exploration activity where students examine artifacts related to him, and a 5-minute wrap-up activity where students discuss their takeaways and similarities between George Clinton and Sun Ra. The next lesson will focus on exploring George Clinton's music and the landing of the Mothership.
Estimated time required: 1-2 class periods.
Technology required for this lesson: Augmented Reality, Internet Connectivity, Laptop/Desktop, Smartphone, Tablet, Tablet or Smartphone.
In this activity, students will explore graph theory in the augmented reality …
In this activity, students will explore graph theory in the augmented reality environment. They will identify Euler paths and determine when an Euler path does not exist.
Estimated time required: 1-2 class periods.
Technology required for this lesson: Augmented Reality, Tablet or Smartphone.
This is an applied project where students can use their knowledge from …
This is an applied project where students can use their knowledge from Chapters 1 and 2! Students will choose from three different project options, then use design thinking and graphic design to create a product for a real user in the 1960s! In Lesson 1, each student will read all three project overviews. Then, they’ll choose the project they want to work on for the remaining lessons in the project.
Estimated time required: 1-2 class periods.
Technology required for this lesson: Design Software, Laptop/Desktop, Tablet.
In this lesson, students will learn more about their user and complete …
In this lesson, students will learn more about their user and complete the first two steps in the Design Thinking process: Empathize and Define. Students will watch a video in which their user describes their wants and needs, then students will complete an interactive worksheet to identify project requirements and craft a problem statement.
Estimated time required: 1-2 class periods.
Technology required for this lesson: Design Software, Laptop/Desktop, Tablet.
In this lesson, students will ideate and sketch designs for their project, …
In this lesson, students will ideate and sketch designs for their project, then create prototypes of their designs in Gravit. By the end of this lesson, students will have completed three graphic designs in Gravit for their user.
Estimated time required: 3-4 class periods.
Technology required for this lesson: Design Software, Laptop/Desktop, Tablet.
In this lesson, students will share their projects with their peers, give/receive …
In this lesson, students will share their projects with their peers, give/receive feedback on each other’s projects, export and submit their designs, and answer a series of reflection questions.
Estimated time required: 1-2 class periods.
Technology required for this lesson: Design Software, Laptop/Desktop, Tablet.
In this activity, students will compare the growth rates of linear, quadratic, …
In this activity, students will compare the growth rates of linear, quadratic, and exponential functions, by analyzing the differences between terms in sequences and determining if the growth is constant, accelerating, or exponential.
Estimated time required: 1-2 class periods.
Technology required for this lesson: Augmented Reality, Tablet or Smartphone.
In this lesson, learners will use the Membit app to explore and …
In this lesson, learners will use the Membit app to explore and experience artifacts within an augmented reality. The purpose of this lesson is to explore the rich history of African American changemakers of Harlem, New York. Learners will examine primary and secondary virtual artifacts and use inquiry to analyze why the contributions of Arturo Alfonso Schomburg might be seen as historically significant. This is the first in a series of four lessons designed to aid learners to place the individuals of Harlem into a broader historical context and to consider how society decides whose achievements are worthy of remembrance and how to memorialize such figures.
Estimated time required: 1 class period.
Technology required for this lesson: Internet Connectivity, Tablet or Smartphone.
In this lesson, learners will use the Membit app to create a …
In this lesson, learners will use the Membit app to create a memorial / museum exhibit within an augmented reality. Learners will curate an exhibit of primary and secondary virtual artifacts and analyze why the contributions of someone might be seen as historically significant. This is the fourth in a series of four lessons designed to aid learners to place the individuals of Harlem into a broader historical context and to consider how society decides whose achievements are worthy of remembrance and how to memorialize such figures.
Estimated time required: 1 class period.
Technology required for this lesson: Internet Connectivity, Tablet or Smartphone.
In this lesson, learners will use the Membit app to explore and …
In this lesson, learners will use the Membit app to explore and experience artifacts within an augmented reality. The purpose of this lesson is to explore the rich history of African American changemakers of Harlem, New York and to consider how society decides whose achievements are worthy of remembrance. Learners will examine primary and secondary sources and analyze why the contributions of Lillias White might be seen as historically significant. This is the second in a series of four lessons designed to aid learners to place the individuals of Harlem into a broader historical context.
Estimated time required: 1 class period.
Technology required for this lesson: Internet Connectivity, Tablet or Smartphone.
In this lesson, learners will use the Membit app to create a …
In this lesson, learners will use the Membit app to create a memorial / museum exhibit within an augmented reality. Learners will curate an exhibit of primary and secondary virtual artifacts and analyze why the contributions of someone might be seen as historically significant. This is the third in a series of four lessons designed to aid learners to place the individuals of Harlem into a broader historical context and to consider how society decides whose achievements are worthy of remembrance and how to memorialize such figures.
Estimated time required: 1 class period.
Technology required for this lesson: Internet Connectivity, Tablet or Smartphone.
This lesson will focus on fish form and function. After discussing basic …
This lesson will focus on fish form and function. After discussing basic fish anatomy, students will explore ecosystems in Aurelia and build their own fish. This lesson will expand on fish anatomy and how certain forms allow different fish to thrive in a given environment. At the end of the lesson, students will be able to look at a fish and explain how it uses its morphological adaptations to its advantage and how it interacts with other individuals in its environment.
Estimated time required: 1-2 class periods.
Technology required for this lesson: Tablet or Smartphone.
In this activity, students will explore what can be learned about a …
In this activity, students will explore what can be learned about a planet by studying the forms of water that exist there. They will begin by using fun facts about Mars to create a comic detailing its cold climate. After finding a frozen reservoir on Mars during the virtual experience, students will look more closely at what can be discovered from studying ice cores. They will ultimately develop a recommendation about which phase of water should be studied to learn more about life on Mars.
In this lesson students will learn about a process called “Design Thinking.” …
In this lesson students will learn about a process called “Design Thinking.” First, they will complete a hands-on activity called “Ready, Set, Design!” where they will build rough prototypes out of simple craft supplies. Then, they will take a closer look at the design thinking process by analyzing their experience in an activity worksheet.
Estimated time required: 1-2 class periods.
Technology required for this lesson: Laptop/Desktop, Tablet.
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