Thursday, April 16, 2026

Middleton Schools host STEAM Carnival 2026

Last week, we hosted our fourth annual STEAM Carnival. The STEAM Carnival is a vibrant, hands-on celebration of science, technology, engineering, the arts, and mathematics, designed to engage both students and their families in creative exploration and discovery. The gym has been transformed into interactive exhibits where participants engage in activities—from engineering challenges and coding demonstrations to art installations and virtual reality. Families participated in activities such as building structures, experimenting with virtual worlds, exploring robotics, and engaging in design challenges that highlight the real-world connections between these disciplines. The event fosters curiosity, collaboration, and a shared excitement for learning across generations. A big THANK YOU to Ms. Nasser and all of our volunteers!

Wednesday, April 15, 2026

Sparking Engagement: How to Use IXL Spark Studio for Easy Classroom Review

As the Digital Learning Specialist for Middleton Schools, I’m always on the lookout for tools that make our teachers' lives easier while keeping our students excited about learning. We have used the program IXL for its skill-building power for many years, but IXL Spark Studio is a new feature that we are now exploring.

IXL Spark Studio is a great way to turn end-of-unit reviews into high-energy classroom events without spending hours on prep.

What is IXL Spark Studio?
Think of Spark Studio as your personal, AI-powered creative assistant. It’s a workspace designed specifically for teachers to generate custom classroom materials—from lesson plans and worksheets to fully interactive review games—in just a few clicks.

Create a Review Game in 3 Simple Steps
Spark Studio takes the heavy lifting out of game creation. You don’t need to come up with the questions; the AI does it for you based on the topics you’re teaching.

1. Choose Your Activity
Teachers log into IXL and head to the Spark Studio link under the "My IXL" tab. You’ll see a library of tools. For a fun, competitive review, I highly recommend the Jeopardy-style game. It’s a classic for a reason! Our students absolutely love it!
2. Give the AI a Prompt
Once you select your tool (like the Jeopardy game), simply enter:
The Topic: (e.g., "Triple-digit addition" or "Main idea and details")
The Grade Level: (e.g., "2nd Grade")
3. Review and Launch
Click Generate, and watch as the game board populates with questions and categories.
Customize: Don't like a specific question? Click on the text to edit it or hit "Regenerate" to get a fresh option.
Play: Once you’re happy, you can launch the game directly from your browser to play with the whole class on your interactive whiteboard.

Beyond the Game Board: Other Fun Activities
Spark Studio isn’t just for "Jeopardy." You can also use it to create:
Scaffolded Worksheets: Perfect for small group rotations or centers.
Exit Tickets: Generate quick checks for understanding that match your specific lesson.
Translated Resources: If you have ELL students, Spark Studio can help translate your review materials into multiple languages instantly.

It has been so much fun working with students and teachers in grades Kindergarten - 6th. Students absolutely love it which makes learning fun and engaging!

Thursday, April 9, 2026

From Research to Reality: 4th Graders Become World Travelers with Canva

Ms. Cheverie's ELA classroom was buzzing this week! As a digital learning specialist, there is nothing quite like the "aha!" moment when students realize their pencil-and-paper research can transform into a professional-grade digital product.

This week, we took our deep dive into the 7 Wonders of the World and moved it from the notebook to the screen using Canva. Here’s a look at how our young researchers became digital designers.

Phase 1: The "Tide Sheet" Foundation
Before we even opened a Chromebook, the students did the heavy lifting. Using their Tide Sheets, students organized their research into structured categories:
* The Big Idea: Key facts and historical significance.
* Supporting Details: The "who, what, when, and where."
* The "Hook": Interesting tidbits to grab a traveler's attention.

Having this roadmap meant that when they got to the design phase, they weren't searching for facts—they were focusing on communication.

Phase 2: Mastering the Digital Toolbox
Canva can be overwhelming for a 9-year-old (and some adults!), so we broke down the toolbar into manageable "superpowers." Students learned to:
* Search & Select: Finding high-quality photos of their Wonder.
* Typography: Choosing fonts that looked "adventurous" or "historic" while remaining readable.
* Layout: Dragging and dropping elements to ensure their brochure didn't look cluttered.

Phase 3: The "Travel Agent" Pitch
The highlight of the project was the multimedia twist. We didn't just want a static brochure; we wanted it to come to life.

Each student designated one section of their brochure for a video. Using Canva’s recording tools, they stepped into the role of a Travel Agent. They had to:
1. Script a 30-second "pitch."
2. Use their best persuasive voice.
3. Invite the reader to pack their bags and visit the Grand Canyon, the Great Barrier Reef, or Aurora Borealis.

"It’s not just about facts anymore; it’s about how you tell the story. Seeing a student's face light up as they record their pitch brings a whole new level of ownership to their ELA standards."

The Final Result
By the end of the week, the classroom wasn't just a room of students; it was a global travel agency. These 4th graders aren't just learning about history—they are mastering digital literacy, persuasive writing, and graphic design.

Stay tuned for our next "tech-over" as we continue to find creative ways to bring the curriculum to life!


Click HERE to see our projects.

Friday, March 20, 2026

Learning to type with Typetastic

All students in 2nd grade to 6th grade are using the typing program "Typetastic." We are finding a need for our students to have typing skills. "What's TypeTastic? TypeTastic is an easy and flexible online typing tutor which gives the students the tools to learn fluent touch-typing technique through a variety of games and activities." (Source) Learning to type correlates with the Massachusetts Digital Literacy and Computer Science Standards.

Monday, March 9, 2026

Kindergarten Meteorologists

Hello everyone! Today, we're meteorologists! We're going to talk about severe weather, like thunderstorms and tornadoes, using our cool green screen by DoInk. We've researched severe weather and how you can prepare for it. Thunderstorms have loud sounds and bright flashes of lightning, but we stay safe indoors until they pass. Tornadoes are very strong winds that spin in a circle. They can be scary, so it's important to know what to do if one comes near us. Let's learn more about weather and how to stay safe together!

In this engaging project-based learning (PBL) lesson, kindergarten students became meteorologists. They explored extreme weather and how it affects people and communities, aligning with Massachusetts science standard K-ESS3-2. Through hands-on activities, they investigated different types of extreme weather, such as hurricanes, blizzards, tornadoes and thunderstorms, and learned how to stay safe during these events. Using creative storytelling and technology, students scripted and recorded their own weather reports in front of a green screen, bringing their learning to life as they "broadcasted" from different weather conditions. This immersive experience fosters curiosity, collaboration, and communication skills while building foundational science knowledge in a fun and meaningful way.

Watch our Kindergarten meteorologists in Mrs. Halligan's class.

Wednesday, March 4, 2026

The Art of the Assist: A Digital Learning Specialist’s Guide to Launching ST Math Puzzle Talks in 3rd Grade

How tech coaches and K-3 teachers collaborate to move math from silent screens to lively classroom conversations.

Walk into any Kindergarten through 3rd-grade classroom during "ST Math time," and what do you hear? Usually, it’s a symphony of intense silence, broken only by clicks on their device and the occasional cheer (or groan) depending on the fate of JiJi the penguin.

Students love the independence of ST Math. They love the visual puzzles. But as educators, we know that profound mathematical understanding doesn't happen in a vacuum. It happens when students have to articulate their thinking, defend their strategies, and analyze mistakes together.

This is where the partnership between the Classroom Teacher and the Digital Learning Specialist (DLS) becomes vital.

As a DLS, my job isn't just to ensure the iPads are charged or the software is updated. My job is to bridge the gap between the digital tool and high-quality instruction. Recently, I had the privilege of supporting all of our Kindergarten - 3rd grade teachersin introducing their very first whole-group "Puzzle Talk."

Here is a look at how we moved JiJi from a solo activity to a collaborative learning event.

The Pre-Game: Co-Planning the "Why"

Before entering the classroom, our Math Curriculum Coordinator and I met with for teachers during their data day. Some teachers shared that students were breezing through ST Math levels individually, but when faced with similar word problems on paper, they struggled to explain their work.

We agreed on the solution: A Puzzle Talk.

A Puzzle Talk uses an ST Math puzzle as a prompt for a whole-class discussion. The goal isn't just to solve the puzzle; it's to slow down the action and analyze the mathematics behind the animation.

Our Co-Planning Checklist:

Select the Puzzle: We chose a "high-leverage" puzzle—one just difficult enough that students wouldn't immediately know the answer, forcing them to hypothesize.

The Scene: Launching the Puzzle Talk in 3rd Grade to Introduce Fractions

In each classroom, students gathered on the rug, surprised to see ST Math projected on the big screen instead of on their individual devices.

Step 1: Notice and Wonder
I opened the puzzle. JiJi was stuck at the start of their journey, with no directions given.

"Alright, detectives," I started. "Hands in your laps. Don't try to solve it yet. Just tell me: What do you notice? What do you wonder?"

A student yelled: "The answer is 1/2."

My response: "Hold onto that prediction! Right now, I just want to know what you see on the screen."

Slowly, observations trickled in.

Step 2: Predict and Justify (The Partnership in Action)

Once we established the visual landscape, we moved to prediction.
"Turn and talk to your neighbor," I said. "What should we do first, and why do you think that will work?"

As the room buzzed with student debates, the teacher and I circulated. This was her moment to shine. She leaned in and whispered to pairs, "I hear you saying 'slide the bar over,' but what does that look like in the fraction box? How many parts are there?" She was grounding their digital gameplay in mathematical concepts.

Step 3: The Reveal and The Analysis (Embracing the Mistake)

We called on a student, Johnny, to give us a strategy. "Break up the box into what the numerator is" he suggested.

I followed his instruction. I slid the bar over to do this.

JiJi ran, tripped over the piled-up blocks, and bounced back to the start.

The class groaned, but I threw my hands up excitedly. "Awesome! It didn't work! Now we get to be real detectives. Watch the animation again. Exactly where did JiJi trip?"

This is the crux of the Puzzle Talk. The digital tool provides immediate, non-judgmental visual feedback. We replayed the failure three times. The students realized the blocks needed to be placed sequentially, end-to-end, to create a smooth path.

The Takeaway

The role of the Digital Learning Specialist in K-3 isn't just about introducing new apps. It’s about helping teachers leverage the tools they already have to deepen instruction.

By co-planning and modeling a Puzzle Talk, we took a silent digital experience and turned it into a loud, messy, wonderful math conversation.