Divergent convergence: convergent Approaches: Building meaningful learning experiences

VisualizeTo build effective learning environments, we need to develop learning environments that incorporate a variety of tools and resources to meet the diverse needs of young people.

For instance, Into the Book project helps children learn reading strategies through text and audio information, video examples, and interactive tools.

Think about how you will motivate, differentiate, collaborate, and connect.


In Lure of the Labyrinth, middle school students work through a pre-algebra game at their own pace. With a username/password to track their progress, teachers can guide students through the series of activities two ways: using the story game approach that incorporates web comics, mazes, and quests for information OR through the use of stand-alone math puzzles. The game story approach can also be connected to language arts and mythology. Math by Design is another example from Thinkport.

In the Design a Satellite Activity, young people select the technologies needed to create a working satellite. In the end, they see how their satellite compares to a real satellite.

Other examples can be found at places like Planet Science and Edheads.


Look for materials that provide choice, allow young people to work at their own pace, and provide feedback.

Combine materials created specifically for educational purposes with primary source document collections and resources designed for the general public. Start at by completing the activities at Annenberg's Historical and Cultural Contexts website. Then, provide students with digital collections to explore such as the John Muir Papers.


On the PBS Interactive Whiteboard Games page, a series of pre-K through grade 5 games are listed. These work well as shared experiences using an interactive whiteboard. Students can work together to solve problems and create their own.

Use web applications to promote collaborative activities.


Connect Content to Investigation Across the Curriculum

  • Seconds from Disaster from National Geographic. This online resource contains videos, images, and interactives related to investigating real-world disasters.
  • Create a DNA Fingerprint. This interactive follows the process.
  • Sayani. In this simulation, young people help after a disaster.
  • Mix online interactives with hands-on activities. Start with the Fetch games.

Connect online materials to off-line experiences such as creating their own problem-solving games using digital cameras to record the action.

Go to Next Part 4: Making it Happen

| Fluid | Overview | Thinking | Divergent | Convergent | Making it Happen | Conclusion