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Welcome to Schuylkill IU 29

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Welcome to Schuylkill IU 29

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Whether students are using iPads, Chromebooks, smartphones, or laptops, they are asked to interact with a variety of digital resources daily.  In order to create digitally literate students, teachers need to model and assist students with interacting with digital material responsibly and effectively.  In this three-credit online course, participants will explore the skills necessary to be a digitally literate teacher and the role they play in creating and supporting digitally literate students. By the conclusion of the course, participants will have not only a collection of activities and lessons that they created but also the confidence to use these digital tools and resources effectively to help students become digitally literate.

IMPORTANT:  If there is a book listed for this course, participants are responsible for the purchase. The Course Instructor will contact you via email with instructions on how to log in to the course before OR on the start date.

REMEMBER TO CHECK THE WEBSITE BEFORE THE START DATE OF THE COURSE FOR CHANGES/UPDATES.

In today’s classroom, most students use either a personal or school-issued device to access online curriculum, analyze web-based content, and/or use tech tools to create and share online content.

  • CPE Courses
  • Continuing Professional Education

The participant will explore successful strategies and instruction used in the daily classroom to accommodate each student.  Participants will be acquainted with the purpose of games, developing, adapting, and implementing the appropriate game to fit their curriculum. They will become acquainted with the different types of games, including memory, physical, and board games. Throughout the course, participants will analyze, adapt, create, and demonstrate the use of appropriate and effective learning tools based on readings, activities, and group discussions. They will learn techniques used to improve motivation and learning through classroom experiments and games.

IMPORTANT:  If a book is listed for this course, participants are responsible for purchasing it. The Course Instructor will contact you via email with instructions on how to log in to the course before OR on the start date.

REMEMBER TO CHECK THE WEBSITE BEFORE THE START DATE OF THE COURSE FOR CHANGES/UPDATES.

This 2 credit online course is designed to provide educators with an overview of the benefits of using games as a source of reinforcement in the classroom. 

  • CPE Courses
  • Continuing Professional Education

The participant will explore successful strategies and instruction used in the daily classroom to accommodate each student.  Participants will be acquainted with the purpose of games, developing, adapting, and implementing the appropriate game to fit their curriculum.  They will become acquainted with the different types of games, including memory, physical, and board games.  Throughout the course, participants will analyze, adapt, create, and demonstrate the use of appropriate and effective learning tools based on readings, activities, and group discussions. They will learn techniques used to improve motivation and learning through classroom experiments and games.

IMPORTANT: If a book is listed for this course, participants are responsible for purchasing the book. The Course Instructor will contact you via email with instructions on how to log in to the course before OR on the start date. 

REMEMBER TO CHECK THE WEBSITE BEFORE THE START DATE OF THE COURSE FOR CHANGES/UPDATES.

This 2 credit online course is designed to provide educators with an overview of the benefits of using games as a source of reinforcement in the classroom.

 

  • CPE Courses
  • Continuing Professional Education

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