Educational Technology

Technology-Enhanced Learning

Technology is not merely a lesson at Canterbury School of Florida; it is woven into our curriculum to help students in PK3 - Grade 12 further explore every subject. Our philosophy exposes students to a real-life approach, connecting their classroom content with their digital skill sets. Our vision is that all of our students will learn to manage digital tools in powerful and ethical ways to meet their educational goals and further their understanding of the world.

We don’t load up on technology for technology’s sake; we work hard to ensure that the most effective and appropriate technology tools are available to even our youngest students. As a result, our students are savvy, informed, respectful technology users.

Technology Integrationists on each campus partner with faculty to find and evaluate resources as well as plan and implement digitally rich lessons, and digital citizenship is a priority in our curriculum.

Makerspaces

One on each campus. Learn more about our makerspaces.

Canterbury School of Florida has makerspaces on each of its campuses, one for lower school students (PK3 - Grade 4) and one for middle/upper school students (Grades 5 - 12). The school’s schedule gives all students ample time to work in these dynamic spaces, where they can use their hands and minds to make, conceive, design, and create while applying a myriad of concepts such as science, technology, engineering, art, math, communication, and teamwork. This encourages students to integrate thought processes that cross over numerous disciplines.

Canterbury’s makerspaces have age-appropriate technology, including robotics. iPad apps, OSMOs, Makey Makeys, and tools like sewing machines and 3D printers. Each campus makerspace is also staffed with an academic technology coordinator to help teachers weave hands-on activities and authentic products into their curriculum.

1:1 Program / Digital Textbooks

Canterbury was among the first schools in Tampa Bay to introduce a 1:1 program more than four years ago. Each student in Grades 1-8 has his/her own device pre-loaded with eBooks and digital resources that are relevant to their classwork. These tools remain an integral part of how students learn—facilitating collaboration, note taking, research, and writing. Learn more about our 1:1 program.

What the Research Tells Us

  • Students with routine access to notebook computers score higher in writing assessments, demonstrate better analytical skills, collaborate more, and have lower absenteeism. (Wilson & Peterson, 2006)
  • Teachers and parents consistently report that students participating in a 1:1 program are more involved in learning activities, spend more time on schoolwork at home, delve more deeply into learning topics, and communicate more effectively. (Lemke & Martine, 2003)
  • 1:1 programs create a "level playing field" because each student is equipped with the same technology and support.

Interactive Libraries

Fostering a Culture of Reading and Research

With two library facilities, abundant resources and innovative technology, students at Canterbury gain knowledge from our Master's-level librarians who partner with teachers to impart the research skills that are critical for success in college and in life. Our inquiry-based teaching approach hinges on information literacy – knowing how to find, verify, use and cite information available in print and on the Web. The mission of our library program is to build a community of readers and thinkers. Learn more about and see photos of our interactive libraries on each campus.

Interactive Display Technologies

Interactive displays (such as SMARTboards, Promethean, and Epson Interactive) are used in every classroom from kindergarten to Grade 12. These interactive whiteboards help students display, zoom and interact with everything from math problems to world maps. They make it easier to share presentations, save class notes, and bring the world into the classroom by watching a video or talking with an outside expert or students from other countries via Skype.

STEAM and Coding

In kindergarten, students are introduced to coding through applications such as Scratch Jr., Lightbot, and Bee-Bot. Their experience in Science, Technology, Engineering, Arts, and Math (STEAM) builds throughout the Lower and Middle School as they advance to higher levels and tackle increasingly complex LEGO robotics projects. In the Upper School, the Coding Club uses an online learning platform to learn web development (HTML, CSS, Javascript) and iOS app development (Swift, Objective-C). Squishy Circuits, littleBits, and Makey Makeys make creative engineering projects fun, and the 3D printers in each division enable students to design and print 3D projects.

Hour of Code is the largest educational initiative in the world. The purpose is to introduce coding to students, and Canterbury has been participating since 2011. In the image below, the paper on the floor is teaching these kindergarten boys to think like a computer--one instruction at a time. Step forward, step forward, turn right, step up . . . one student "writes" the code, the other "runs it." The students also play games at the Promethean boards, which provide similar instruction but show the JavaScript behind each instruction.

Common Sense Digital Citizenship Certified School

Digital media and technology are evolving at a dizzying pace, both unlocking extraordinary opportunities and posing real risks for young people. Students are using the immense power of the Internet and mobile technology to explore, connect, create, and learn in ways never before imagined, both in and out of the classroom. But issues that emerge from this 24/7 "connected culture," such as cyberbullying, privacy lapses, and uncertainty about which information to trust online, are surfacing both in schools and at home.

Canterbury sees this as a teachable moment. We believe that digital-literacy and citizenship skills have become essential for students in the 21st century, especially in schools like ours that are using technology to transform learning. That's why we are committed to teaching our students how to think critically, behave safely, and participate responsibly. Learn More About Our Digital Citizenship Program.

In addition to helping students become adept at using technology for information gathering and problem solving, our teachers aim to instill an understanding of what it means to be a good digital citizen. Today, one of the many facets of building character is helping students understand how to be safe, honest, and kind online and when using digital technology. Common Sense Media's digital citizenship curriculum "empowers students to think critically, behave safely, and participate responsibly in our digital world." (www.commonsensemedia.org)

Computer Labs and iPads

Throughout the school, digital and analog tools blend seamlessly, preparing students to be adept at both. It is common to see a class during which half of the students are researching on iPads while the other half reads books—and then to see them switch. In the classroom, iPads extend what is possible, whether students are researching explorers, narrating their own movie, illustrating how to solve a math problem, or photographing objects for an “archeological dig.”

Starting in PK3, all lower school classrooms have computers, and all middle and upper school students have access to an Apple computer lab, a Windows computer lab, and a library media center that gives students a variety of tools for completing research and assignments. Some subject areas have special labs, such as our science lab which allows students to project life-size images from microscopes. Additionally, a publications lab provides opportunities for creative students to become familiar with photo-editing software like Adobe Photoshop and Lightroom.

Parent/Student Gateway

My Backpack is a medium for students, parents, and faculty to stay connected. Through this gateway, students in Grades 5-12 and parents of students in all grades have access to a wide range of information and resources, including

  • Homework assignments
  • Test and project schedules
  • Team practices
  • Theater rehearsals
  • Other postings by faculty and coaches

Contact Us


Director of Technology
Jody Moore

Academic Technology Coordinator
Erica Whiteman

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