Online Tools

Technology, Web Apps

UDL 1.1 UDL 4.2

Educational websites and apps can support student engagement and provide individualized practice spaces to work on academic skills. Teachers may direct students to online templates, games, or software that support writing organization and spelling, provide screen-reading services, and promote literacy or numeracy. Computer work can be included in center time, incorporated into incentive systems, and used for individual and group projects.

Implementation Tips

Class Website
Maintain a class website or blog to provide a space for parents to receive updates on students' progress and class news, to showcase student work, and to develop students' writing (students can rotate through the role of weekly/daily class blogger). This can also serve as a space to share photos, post homework, and facilitate community discussion.
Digital Citizenship
Teach about online etiquette and digital citizenship. Explicit instruction and agreements about computer use reduces the likelihood of students viewing inappropriate content or engaging in cyberbullying. Position screens in a highly visible location in the classroom so students' computer time is public and easy to monitor.
Personal Device Norms
If students may bring their own devices to school, encourage them to download apps that are used in class and establish class norms about when and how personal devices may be used in class.


Online Games
Online games that target a specific skill (e.g., arithmetic, speech, geography) often contain built-in assessments and automatically adjust the level of difficulty based on student performance. See this [[|list]] of highly regarded and award-winning learning games for students aged 3-13.
Online Student Portfolios
[[|Google Drive]] is a free platform that can serve as the basis for online student portfolios. Students can practice editing documents, using email, and "publishing" work to the web.
Computer Programming
How-to sites like [[|Code Academy]], [[|]], and [[|Curiosity Hacked]] introduce students to computer programming and making, and remotely facilitate projects that can be done in the classroom or at home.