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Showing posts from February, 2019

VR, AR, and MR with Intel

Virtual reality is an alternate reality that fools the user into thinking they are somewhere else. Augmented reality brings virtual object into the user's real world. Merged reality brings the real world into the virtual world. As humans, touch is important to deep sense learning. Deep sense learning allows our brain to understand what we are sensing. Computers are being trained to do the same thing. Computers are being programmed to see, interact, and learn. These intelligence technologies are being embedded into many different kinds of machines. Virtual reality was once primarily designed for gaming experiences, but now the possibilities could be endless. Engineers are working on making merged reality into seamless experiences with more lifelike displays. Project Alloy is an experimental headset that brings the real world into the virtual world by utilizing wireless headsets so the user has free range of motion. A visual field of the room is taken, and then a virtual world is ins...

Ryver

Ryver is an online communication and task management tool for groups or businesses. There are basically 3 conversation channels one can use on Ryver. The first is as a whole group communication tool. This would be an open discussion forum for everyone on the team. In a school, this feature could be utilized for the entire school, which could include group announcements or faculty discussions. The second use of Ryver is for specified groups. These users would have to be specifically invited to the group. In a school, this feature could be used for grade level discussions and announcements, committees, or other instructional teams. It could even be used to share ideas & have discussions with parents. The final way Ryver can be used is for individual messages. This would be ideal to contact team members personally when you do not need to share something with the entire group. Also, teachers can contact parents individually when needed. Another function of Ryver is the collaboration ...

Gamification Delivery Systems

Gamification Tools For the Classroom Kahoot Kahoot is a game-based learning and assessing tool for classroom use. Teachers can choose from thousands of games and quizzes, or they can create their own. Students use mobile devices to answer questions and earn points. The faster they answer correctly, the more points they earn. Leading scorers' names are displayed on the screen as well as students who are on a streak of correct answers. Students can work on teams or individually. They can also play outside of the classroom as a homework assignment.  Classcraft Classcraft is a cooperative game in which students' behavior is tracked and points are earned to gain rewards. Reward points are given for things like helping a classmate, completing assignments on time, and making good choices in class. The students earn points on their own, but they also work together as a team. Teachers can customize the game and make the rewards more meaningful for their students. As students ...

Trends for 2018-2019

As technology continues to advance, there are many trends for future use in the classroom. One of these uses is gamification. Gamification is the application of game-like principles to drive interaction and interest. Gamification gives learning meaning in that students attach a purpose to the learning. Another trend is device mesh. Device mesh refers to the increasing and diverse ways people access and use technology. Because of the Cloud, work can be saved on one device, then opened on another. This will allow students to learn in ways that are best for them wherever and whenever they want. A third trend in technology is personalized learning. Personalized learning allows students to combine face-to-face learning with technology assistance as well as collaboration. Coding, coding programs, and programming is another top trend in technology in education. Coding activities are on the rise and also stimulates computational thinking. Augmented reality and virtual reality allow students to...

Nearpod

Nearpod is a digital tool that allows teachers to use or create an interactive slideshow to teach and assess student learning. Teachers can use Nearpod to interact with students and see their responses as they are given. There are many ways Nearpod can be used in a classroom.. Teachers can create slides with learning content, and then assess the learning through interactive means such as drawing, collaborating, answering questions, or answering polls. Students can also take a virtual field trip, watch videos, review notes, or take notes of their own. Students can even create their own slideshow to show content knowledge or to teach someone else. Nearpod can be used as a re-teaching tool for students who have not mastered the content, or for students who were absent when the content was taught. Students can show their learning by drawing or taking a quiz included in the slideshow. Nearpod lessons can even be assigned as homework for students to complete outside of class.

Diversity, Cultural Understanding, & Global Awareness

Living and teaching in a rural town has been a very rewarding part of my life.I have enjoyed the quiet and peaceful corner of the world in which I have been a part. However, these surrounding have limited the experiences and cultural awareness of the students in the community. With digital communication capabilities, these students can have the capabilities to broaden their view from their immediate surrounding to another state, country, or even continent. The statement, "It's a small world," is more true today than it ever has been before. Students today have the means to not only communicate through messaging means, such as email, with people all over the world, but they can also communicate through video chat. As an educator, it is my responsibility to make sure students have these opportunities to broaden their views of the world. Collaboration tools make it possible to work on projects and assignments with not only one another, but also with other students in a dif...

Scratch Lessons

http://scratched.gse.harvard.edu/resources/valentines-scratch-lesson-hearts-arrows This is a Valentine Scratch lesson. It includes an introduction video and 3 tutorials. Much of the code is already done. The focus of the game is adding power-ups and obstacles to your game as well as handling the consequences of running into those obstacles. It also requires managing messages through a messenger sprite. https://github.com/zleap/Scratch3_BalloonPop This is a simple game in which balloons are popped when clicked with the mouse. It shows students how to put the code together to make the balloons pop, change the score, then make the balloons reappear. http://scratched.gse.harvard.edu/resources/scratch-lesson-scavenger-hunt-game This lesson walks you through building a scavenger hunt game. It includes a introduction video, a starter project, and step-by-step instructions. http://scratched.gse.harvard.edu/resources/halloween-scratch-lesson-spooky-clones This is a Halloween Sc...

Seduction Secrets of Video Game Designers

In the article, "The Seduction Secrets of Video Game Designers," by Keith Stuart, the popularity and draw of video games has a lot to do with our intrinsic desires and motivation. Video games teach through systems and puzzles, which are things we enjoy. If this logic could be translated into the classroom and learning, these desires and motivations could transform the way students learn. There are several aspects of gaming that make games appealing. One is the acquire, test, master model. In gaming, there is an evolving challenge, but also room to experiment and figure things out without being judged when failures occur. Students need freedom to experiment and try things without fear of failure and how others react to it. Another aspect of video games that make them appealing is the sense of autonomy the players have. The gamer is in control of what happens most of the time. Many times, in the classroom, the student has no control over what has to be done or how it is done. W...

Scratch

I want to share a great resource with you to help get your students more excited about technology and develop problem-solving skills and strategies. It is called Scratch. Scratch is a visual programming tool that uses coding blocks to build games and solve puzzles. It is designed for students and works by using interlocking blocks that fit together to build a program. Each block is a command, or script that tells the program what to do and in what order to do it. Once the blocks are put together, the student can run the code and watch the program follow the instructions that were given. If the program does not work like intended, the student can go back to the code and find the problem in order to fix it. Below is a short video of how to navigate Scratch. Scratch Video Other resources for using Scratch: https://www.tes.com/teaching-resource/basic-scratch-tutorials-and-worksheets-for-ks2-3-6435585 http://scratched.gse.harvard.edu/resources/basic-scratch-introduction-scratch-p...

Newslea

Newsela is an educational website that uses nonfiction current news articles to empower students to become better readers. Every article is available in 5 different reading levels beginning at grades 3 through adult. As each student reads and is assessed on the articles, the program is automatically adjusting the level at which the student is reading and understanding proficiently. Students can also change the level themselves if they feel the article is too easy or too hard. Teachers can assign the same article to the entire class, but each student will receive the article at the level that is best for them. Many of the articles have quizzes that are aligned with the common core standards. Teachers can even receive emails from Newslea that provide feedback and suggestions to help particular students with their reading. Students can also choose articles to read in which they have an interest. This could be used to report on current events. In my classroom, I could use it for teaching...

Wearable Technology

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One of the devices chose to research is the FitBit. A FitBit is a small device that can be attached to one's clothing or worn on the wrist as a watch. The FitBit monitors physical activity and helps one become more active. The FitBit can monitor the activity level of a person, including the number of steps taken. It can also measure the rate of activity, whether it is a slow walk or a fast-paced run. The FitBit can further monitor sleep patterns, collecting data on how many hours of restful sleep one has had in contrast to tossing and turning during the night. It will even alert the user if activity level falls below what is needed to meet a fitness goal. The FitBit has a wireless base station in which the data is transferred once the user passes within a certain distance. From there, the information goes into the user's profile. Information from https://electronics.howstuffworks.com/gadgets/fitness/fitbit.htm FitBit How To Videos The second device I chose to research ...