Thursday, April 14, 2016

Horizon Report Pgs. 14-15 Using Video in Your Classroom

Video Script:

Intro:
Good morning! Today I want to talk with you about using video in your classrooms. Video can be a powerful tool to use with students. Allowing students to create videos in your classroom will not only increase student engagement, but it will give your students the opportunity to show their creative abilities. Your students will enjoy a change from the traditional classroom assignment.

It has been my experience as a classroom teacher that students will also be more willing to complete the assignment and do their best work when they know they will get to do a cumulative video at the end of the unit. Using video in your classroom is something your students will benefit from.

Let’s look at some examples:
*Here is an example of a video that students from a third grade class made. They took a book they had read and turned it into a video.

*Here is an example of a video that was made showing how to complete a math word problem.

These are great examples of using video in your classroom to increase student engagement and help your students become 21st century learners.
Now let’s talk about the technology available to you to make videos:
You can use…
 Windows Movie Maker- It’s fairly simply to use and easy for students to navigate. Its free too!

Educreations on the iPad: This is an excellent tool to use to make short “how to” videos, or explanations of things. The math video you saw earlier is an example using Educreations. Educreations allows you to record video and audio and insert pictures. It is free also.

Green Screen by Do Ink: The #1 green screen app for the Ipad. It lets you create easy videos using the green screen effect. Students can easily insert backgrounds and audio. The Thanksgiving video you watched earlier was created with this app.

I hope this has helped spark an interest for you to consider using video in your classroom. Let me leave you with a few reasons video is something you should consider implementing in your classroom:
(Show PowerPoint slide)


Conclusion: I hope you have learned something new today. Have a great day!


Wednesday, April 13, 2016

Remind (Formerly Remind 101)

Remind is a text messaging application that allows parents and teachers to communicate without actually exchanging phone numbers. When a teacher signs up through the app, it provides them with a system generated number that parents see when they receive the text message. Through this app, teachers can send out short reminders/messages. They can also send out pictures and other attachments. There is also a private chat feature that teachers can choose to turn on or off. This feature allows parents to respond to a teacher text and also gives them the option to text privately. I have used Remind in my classroom for several years and I love it. I use Remind in many ways. One way I use Remind is to send pictures to my whole class to share what we have done for the day. I also use the private messaging feature and class text messaging feature. Remind is a must have for excellent communication between the teacher and parents.

Teacher Blogs and Gaming Space

Teacher Blogs: 

The following blogs are blogs that I am currently following. These blogs are related to the grade I teach. They each provide me with innovative ideas for teaching and integrating technology into the curriculum. The blogs are organized by months and subject areas that you can search freely. They also provide up to date research on the best teaching practices. You should check these blogs out...

http://www.teachingblogaddict.com/2011/04/3rd-grade-blogs.html

http://www.3rdgradethoughts.com

http://thirdgradebookworm.blogspot.com

http://teachingmycalling.blogspot.com

http://theinnovativeeducator.blogspot.com

Gaming Space: 

Gaming Space is a shared space between parents, students, and teachers. It provides students with a digital environment where they are encouraged to take risk, completes task, earn awards, etc. The Gaming Space is set up in a way that a specific learning progression must be followed in order to progress to the next level. This type of learning, helps prepare our students for the 21st century technology they will encounter in college and their career. Students need to be comfortable with using technology in order to be prepared for their future. Gaming Space gives students control over their learning, which results in more engagement. Parents are able to view their child's progress, which teachers set the game into play.

Discussion Forums:

Discussion forums in a online format, should be aimed at content standards and 21st century skills. The discussion doesn't have to be a question/answer format. Sometimes, other options will give you more insight into a student's understanding of the content/material. For example, you may have students ask the questions about the material. When they do this, they have to dig deeper into the material in order to ask the question. You could also have students reflect on something in a "journal" type entry, where they share their thoughts. Forum discussion should be used to further learning, not just recall information.

Saturday, March 26, 2016

Horizon Report Pages 10-11

While many believe that using learning styles to determine learning strategies is successful, others do not. After reading the article: http://reedgillespie.blogspot.com/2014/01/10-statements-debunking-using-of.html I believe even I am seeing things in a different light. The author, discusses the use of learning styles to determine learning strategies and he describes in detail why this isn't a good practice for educators. The author, Reed Gillespie, states that having students complete a learning style inventory, causes a forced response and not a true vision of their learning style. The example he gives is that anyone would rather see a science lesson demonstrated rather than having an uninterrupted lecture, because science is best learned by demonstration. He also says that recognizing a students strengths and weaknesses is good practice, but grouping them by those is not. That method is not helpful to low performing students. Gillespie also discusses how you can not label one group of students in the same class as auditory learners and another group as visual learners. There is not any validity to making that classification that is based on neurology or behavioral performance. The author also discusses how VAK is nonsense. He says that we build a picture of the world by our senses working together. Reed digs even deeper and states that the research on learning styles is weak and unconvincing. Also providing a quote that there is no evidence that learning styles even exist. To sum up his discussion, he points out that a vast majority of educational content comes from stored meaning and does not rely on auditory, visual, or kinesthetic memory, which is why little research is found on its validity.

After reading the following article: http://www.edudemic.com/7-ways-to-hack-your-classroom/ I chose to discuss choice boards. In my classroom I actually implement choice boards during literacy centers. Right now, I only use them with my word work center though. They are able to choose the working with words activity they do for the day. I would like to change that now and create a choice board for my whole literacy block. I could include several activities that they could choose from. I have seen more student engagement just with the word work choice board and I can only imagine the engagement I would see if they used a choice board for the entire literacy block.

Video Games & Learning: They are VERY similar

Game designers make millions of dollars a year. They know the tricks to keep gamers interested and always coming back for more. If we looked deeper at the features of gaming, we might gain some insight into how gaming features can improve our educational settings. Let's look at the following aspects of gaming and see how they can relate to the learning environment:
1. Failure is ok: In a video game, failure is ok. You just keep trying until you make it to the goal. Most times in education, failure is not encouraged. If failure was encouraged, more kids would be comfortable trying and not worry about the let down.
2. Interesting Tools: Video games provide players with interesting tools such as weapons and magic. Our students need interesting tools too. They need current emerging technologies at their disposal, they need time to research. Too often, students are expected to memorize the material, but they aren't given the tools they need to be successful. Students need hands on practice as well as paper and pencil.
3. Acquire, Test, Master: In a video game, players may be given a gun for the mission, but they are only given access to one part of the gun. Once they master that part, they are given access to the next part. In education, wouldn't this be a great idea! As educators, maybe we need to break apart tasks into smaller tasks. Give students the skills they need to master the small task, and continue to move on to the next small tasks. This would allow students to not be so overwhelmed with a huge task all at once.
4. Go at your own pace: Video games allow the user to work at their own pace. They can take their time mastering skills and moving on as they would like too. In education, most teachers are so slammed with curriculum standards, they can't allow students to move at their own pace. Students that don't keep up with the rest of the class, have to have intervention and then move on. If the education system would allow students to work at their own pace, and actually master a skill before they have to move on to something new. Students that move on to new material without mastering the previous material, will eventually be lost.
5: Autonomy: In a video game, the player has autonomy, they are in control of what they do and where they go in a game. When students are put in control of their learning and given choice, they are more interested and engaged in their learning.
6: Expected Progression and then a surprise 1/2 through: This is the element of surprise that video games have that keep the players interested in the game. They know the goal, but when they are close to the goal, they get a nice surprise that they aren't expecting. In education, we don't do things like this, and we wonder why are students are disengaged in the learning process. We have to keep learning interesting and have unexpected surprises, which in turn will keep students engaged and ready for the next task.
7.Disproportionate Feedback: In a video game, the gamer receives huge rewards for small tasks. In education, we often forget that students need to be rewarded and encouraged. School has become monotone and boring. We need to celebrate the small accomplishments. We need to make their small successes seem BIG! This will keep students pressing forward to the larger goal.

Video games are making billions of dollars and gaining more and more gamers everyday. They must be doing something right. RIGHT? The education system could learn a lot from game designers. Wouldn't it be wonderful if our students were as interested in learning as they are playing video games? Wouldn't it be great for our students to feel that same success about their education as they do when they "beat" a game? Think about that for a minute!

Saturday, March 5, 2016

Augmented Reality

Link to Augmented Reality Article: http://www.jite.org/documents/Vol13/JITEv13IIPp045-055Tanner0464.pdf

This article began by describing the implications of Augmented Reality (AR) in education. The focus of this research project was to test whether or not the use of AR can enhance the comprehension of a task. In the article two groups of sixth graders were given Lego robots to build. One groups was given robots using a basic manual to put them together. They had to read the directions and do it on their own. The other group of students were given iPads and they were able to use the Aurasma app on the iPad to scan the instructional booklet pages and watch the instructions come to life. The group that used the Aurasma app completed their robots within 25 minutes, with little to no assistance. The other group that did not use the Aurasma app, took over 35 minutes, and they asked more questions and required teacher assistance more often. The conclusion of the study was that the augmented reality enhanced the students ability to comprehend the task at hand. The students were more engaged during the project and enjoyed the project more than the other group.

I think that augmented reality will be used in the future to create holographic images in the classroom. When students are learning about the earth and how it rotates eventually a teacher will be able to project a holographic image of earth and manipulate it right in front of the students. Augmented reality is used in the classrooms now on a much smaller scale. For example, students may do a research project on a famous American and then used the Aurasma app to bring them life and give facts about them. Augmented reality has many uses, and as the technology continues to enhance, the uses of Augmented Reality will also change and grow.

Wearable Technologies

One type of wearable technology that I researched was the Myo Armband. The Myo is an armband that allows you to control music, video games, presentations, etc. with only the movement of your arm. The band uses the electrical impulses from the muscles in your arm and the movement of your arm to control whatever platform you are using. The Myo comes in two colors, black or white, and it sells for approximately $199.99. One feature that stands out with the Myo is the users ability to create customized gestures that will work with your laptop and band. Click on the links below to watch a short video about the Myo.
Myo Demonstration Video
The next wearable technology I researched is the Go Pro Camera. This camera is a camera that can be worn instead of held. It will take 1080P video and 12mp pictures. This camera take 30 picture frames per second. The camera is also water proof. The camera is has built in Wifi. The Go Pro camera will also take night pictures and video. This is a great camera to use when riding a roller coaster, hunting, or mounting to a baseball fence to record the game. This camera can be used in multiple ways. It sells for around $450.00. There are many accessories that go with the camera to make it more useful. Click on the link below to a watch a video about the Go Pro Camera.
Go Pro Camera Video Demonstration

Reflections of Assistive Technologies

       In the videos, many assistive technologies were presented. These technologies assist people with disabilities and help them lead a more normal life. These technologies help them participate in daily activities like normal children. The wheelchair, is an assistive technology that assist people who can not walk. The wheelchair is electronic and allows the disabled person to move quickly around school and home. A voice activated computer was also demonstrated. The voice activated computer allows students who can not write to complete homework and classwork assignments by speaking the answer into a microphone and the computer then translates the audio to text. In the videos, these technologies helped a young college student be able to participate at the college level with her peers.
      The video also referenced assistive technologies at the preschool level. In the preschool classroom of non-verbal students, the students used a technology that was a press to talk technology. The device is loaded with prerecorded phrases, pictures, etc. The students communicate with the teacher by pushing the correct button on the keyboard. This technology helped students who were unable to communicate actually respond in a classroom setting and carry on a conversation with a teacher and friends. There was one little boy, who was unable to use his hands, but was able to move his eyebrows as a response mechanism. The device he used responded to his eyebrow movements. These devices have changed the lives of these young children by providing them with the opportunity to communicate with others around them.
       Another type of technology that was discussed was a musical instrument that was redesigned to be connected to a joystick. This joystick allowed the band player, who could not work his limbs normally, to be able to use the joystick to push the valves down on the horn and play the instrument successfully. Having this technology, allowed this student to play in the marching band and concert band successfully. It provided him with an opportunity to be a part of something that he wouldn't have been able to be a part of without the skills of other people. Finally, the video discussed the use of the Super Talker. The Super Talker is a device for non-verbal students that allows them to push buttons on a device to communicate with others. This device helped Josh, a non-verbal student, communicate in his preschool classroom. Josh also used the Bookworm in his classroom. The Bookworm allowed his teacher to attach any book to it and record audio of her reading the book. Josh could then push the button and here her reading the words. This device helped Josh eventually begin working on reading and tracking print on his own. He was demonstrating early reading literacy skills and he was beginning to talk and read the book himself.
       All of these technologies have greatly improved the lives of many children who are living with disabilities. It allows them to communicate and interact with others. These technologies help them feel normal, despite their physical capabilities. Assistive technologies are continuing to make an impact on the lives of disabled children and adults.

VGo Robotic Presence

The VGo robotic presence is being used in schools successfully for students with chronic illness. The article discussed how one child with chronic stomach migraines was able to attend school daily through this VGo robot. He was able to socialize with friends, learn new curriculum, and participate in the class without actually being at school. The VGo robot is available for approximately $10,000 plus an additional monthly contract fee of around $100.00. This robot includes a remote control, charging cables, battery (with about a 6 hour life), charging docking station, and app with up to 20 users. Students need access to a laptop, which the VGo robot work through. Students can touch a button on the laptop that causes the robot to light up when they want to answer a question or participate in discussion. The VGo robot allows students to "be" at school from their own home. This VGo robot while very helpful, is rather expensive. Some school systems are purchasing and using these. I think they are very practical to use, but I think the amount of money it would take to make these available may be too much for school systems to purchase consistently. I feel that one problem administrators may run into is once you provide one for one student, you have to be able to provide them for any student that needs it. You won't be able to pick and choose. That could get expensive fast for school systems. The other negative side to the VGo in schools is that for each VGo being used in the school, someone would have to charge it daily and make sure the robot gets to the right classes all day. This would require some commitment from other students. The VGo robot is also being used in the healthcare field. VGo does provide each user with unlimited helpdesk access for any troubleshooting issues they may have. Overall, I think the VGo robotic presence is a great idea for students with chronic illnesses, but I think it will be costly for school systems and parents. However, that may be a small price to pay for a quality education if you child has a chronic illness.

Top 5 Teacher Apps of 2015-2016

After some careful research, these are a few of the top apps being used by teachers this school year (2015-2016).

1. Class Dojo: Class Dojo is a classroom management app. This app allows students to pick an avatar for the class. Teachers can then add in positive and negative behaviors that the student may earn or lose points for. The teacher will then give or take away points based on the students choices. The avatar on the screen shows a total of points the student has earned. The teacher is able to add notes to points that are taken away or earned. Class Dojo also has a private messaging system where parents and teachers can communicate through an email based system. A new feature that was recently added to Class Dojo is something called Class Story. This is where the teacher can send out class-wide messages and pictures, etc. Class Dojo is an excellent tool for communication about student behavior.
This app is available in a web-based format, Android, and IOS (Apple). This app is free.

2. Educreations: This app is an iPad app that allows students to create presentations on a white board format. The app is basically a blank white board with a pen and recording feature. The students can record themselves working out a math problem, solving an equation, etc. The can then share their recording with others. This is also a great app that teachers can use to model or demonstrate how to do something. This app also allows the user to upload pictures, graphic organizers, etc. and write and draw on them and then record as you teach the material. You can then upload your videos and students can watch the videos at a later date. This is an excellent app for teachers to use for mini lessons or for students to use to model and show their learning and thinking in just about any subject. This app is available on IOS and web-based. It is free.

3. Remind (Formerly known as Remind 101): This is app is a communication tool for teachers and parents. This app allows teachers to send text messages to anyone who subscribes to their class. The texting feature does not give parents your personal cell phone number. The app creates you a phone number through the app. The Remind app also has a private chat feature where you can privately chat with parents one on one. This is a great app that gives teachers the ability to send reminders out to parents. Through this app, you can also send out pictures and videos of your class to your parents. This app is available web-based, IOS, and Android. This app is free.

4. Kahoot: This app is a great app to engage students in learning. Through this app, students log in on their own device and participate in an online gaming style quiz. As the students enter their answer, they are awarded points and students compete against each other in friendly competition. Teachers are able to create quizzes based on curriculum content. Students can even create quizzes on what they are learning and share the quiz with their teacher. This is a great app to use when reviewing for a test or reviewing a unit of study. Students love the game format and it makes learning fun and engaging. This app is free. It is available on IOS, Android, and web-based.

5. Seesaw: This app is a personal portfolio for students. This app allows students to upload pictures of work, projects, etc. They can then make notations on their pictures, record audio, and video about their work. This app creates a portfolio that they can save all of their work. Students can share their work with their teachers and parents. This gives parents the opportunity to see what students are learning and doing in the classroom. The teacher can also upload worksheet and questions for the students to answer and respond to. The Seesaw app also provides a blogging format for students to blog and comment on others blogs. This is a great learning app that turns the classroom into a digital community. This app is available on IOS and Android. The app is free, but the program cost for whole schools to implement it across the school.

Tactus Technology

Tactus technology may have created one of the neatest inventions yet. They have created a device that magically transforms its keyboard from a flat screen to a keyboard with buttons. This technology is something that has not been created before now. The way that this technology works is that Tactus created a thin layer to replace the original glass on the top of the device. The surface of that glass has little channels that are filled with a special type of fluid. To make the buttons appear, you can increase the fluid and then the buttons appear on the screen. The designers refer to this as a Tactus layer. This type of keyboard on a device would be very useful to people who have trouble manipulating the flat screen. It also makes the device more like a computer keyboard that you can feel and touch. The Tactus technology team is working to put this type of "fluid filled" keyboard in other devices. When Tactus Technology showed this new invention to public crowds for the first time, they were amazed at the technology and its capabilities.

Sunday, February 21, 2016

Socrative

Socrative is an app that allows you to check for student understanding in real time with immediate feedback. This application has a teacher and student log in. The teacher is able to create quizzes, polling questions, or class exit tickets in just a few short steps. The format for questioning includes true/false, short answer, and multiple choice. As an educator, you are able to share with other educators around the world. As students complete the quiz/questions, you are able to see their progress immediately as the results are sent to your account in real time. Through this app, the teacher has the ability to turn the quiz into a game as well to make the quiz more engaging and fun for the students. Socrative is made by Mastery Connect, which is an on-line assessment website. I have used this website in my classroom to help me create curriculum tests. Socrative is a free app and well worth the download. In my classroom, I have used Socrative in small groups. After completing a math intervention group, I will send them a question to review what we did in small group. Their answer to the question is their ticket back to their seat. I have also used Socrative in whole group instruction by putting the students into teams and letting them race each other to the finish line as a review before I start the next days lesson. Socrative is a great way to assess your students for understanding.

Sunday, February 14, 2016

Gamification in Education

I chose to learn more about gamification in education. After reading the article on the following website: http://blog.tophat.com/4-ways-to-gamify-learning-in-your-classroom/ I have learned many things about the process of using gaming in your classroom. Gamification is the use of game mechanics and design to enhance non-game context. Basically, gamification in education would be taking curriculum content and presenting it to your students in a gaming fashion. With gamification, students complete assignments designed by the teacher and earn badges and character statuses as they complete and turn in various assignments. Gamification is a great tool being used to engage students in the lessons and become more involved in their own learning. Gamification allows students to take control of their own learning. Gamification also allows students to engage in a little friendly competition as they compete with each other to reach new levels and complete assignments. There are many "gaming" platforms available for educators to use, and choosing the correct one can be tricky. You need a platform that is easy for students to use, so that they will not be frustrated as they work toward their learning goals. Gamification has helped tremendously in the high school setting and can be successful in all areas of education.

Thursday, February 4, 2016

Plickers

      Plickers is an assessment tool that can be used in the classroom with the use of only one device. Each student is given a card with a scannable object on it. The card represents four different answer choices based on the way it is tilted. The teacher can give a question, students answer the question by tilting the card in the correct direction based on their answer choice, and then the teacher uses his/her device to scan the room. The teacher device will assess the answer choices and give the teacher immediate feedback of who answered the question correctly or incorrectly. This is a great formative assessment tool that gives the teacher immediate feedback during the lesson, but doesn't require each student to have their own device. Plickers is also an easy way to make sure that all students are engaged in the lesson.
       I have used Plickers in my classroom mostly at the end of units in just about every subject. In math, you can create a multiple choice assessment to review the skill you taught. Students will work the problems out and then turn their Plicker card the correct way to answer the problem. This gives me immediate feedback and lets me know which students are ready to move on and which ones may need additional intervention. I have also used this in language arts in third grade to review the four sentence types. Students listened to the sentence I read and then turned their Plicker card to represent the sentence type they heard. I was once again able to scan the cards and see which students understood the sentence types and which ones did not.
       I first heard of the Plicker cards at the AETC conference in Birmingham this past summer. I love the Plicker cards and they are easy to use since my school is not a BYOD school and I only have a few devices in my classroom. The students also love them, and they are always engaged in the lesson.

Nearpod

       Nearpod is an app that you can use in your classroom to present lessons and assess student learning. The app allows you to create and design lessons based on your curriculum directly from you iPad or iPhone. Nearpod also contains premade lessons that you can purchase or download for free. The Nearpod app has recently updated its database of lessons to include Common Core lessons that are already made and ready to be used. After the lesson is selected, the teacher can send the lesson to the students devices. Students can complete the lesson independently or they can actually follow along with the teacher as she is teaching the lesson in a whole group setting. The application will also allow you send assessments directly to their devices and when they are complete, the teacher can get immediate feedback of their performance and understanding.
       I have not used this application in my classroom, mostly because we are not a BYOD school, but the possibilities are endless. If I did incorporate this into my classroom, I would use it in math. In a math lesson, I could teach the lesson to the students with them seeing it on their devices and then I would give them a problem from the lesson to work on their own. They would have to submit the problem to me on my device and I could see if they had mastered the skill I taught. I would then choose student responses to share with the class. This is a great way to show how students solve problems in different ways. Another way I would plan to use this in a classroom would be a in small group setting. I would push a close reading activity to each device and allow students to closely read and code the text on their devices. I would then share student responses with other students to show examples of "thinking" through the text and coding the text. Nearpod is a great app that is user friendly and a great way to engage students into an interactive lesson.

Resources:
http://corkboardconnections.blogspot.com/2014/02/nearpod.html
http://www.nearpod.com/

Tuesday, January 26, 2016

Intel Compute Stick

 http://www.popsci.com/intels-150-compute-stick-turns-any-hdtv-windows-pc?src=SOC&dom=fb
   

The new Intel Compute stick is a small USB device that will turn any old TV screen into a fully functional computer. By connecting this device to an old TV screen or monitor, you will have the capabilities to do everything you can do with a low-end computer you may buy at Wal-Mart. It will give you 2GB of RAM, 32 GB of storage, an atom processor, and even a Micro SD slot to add more things to your "homemade" computer if you would like. This stick sells for roughly $150. This stick would be a very economical purchase for the classroom. Desktops and laptops are very expensive compared to $150. The Intel Compute Stick could help make technology in the classroom a more attainable goal for administrators. The Intel Compute Stick could be used in the classroom with the white board, and make the white board interactive. The teacher could have educational websites directly on her board without having to use her computer. I believe the Intel Compute Stick is a good choice for quality and cost effectiveness in the educational classroom. What a great way to get technology in our student's hands at an affordable price.
Video: Compute Stick

Saturday, January 23, 2016

Games Can Make the World Better

 http://www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_world.html
    
        After watching the TED Talk with Jane McGonigal, I am truly in awe about the suggestions she made in regard to gaming. McGonigal suggested that games can be used to solve real world problems. I believe she is correct. People spend hours upon hours immersed in online gaming worlds. The gaming worlds are popular because of how they make gamers feel. They feel needed because they are trusted with an important task, they are collaborating with others in a social network, and they are a part of an inspiring story. The self-gratification from a video game, is not always as easy in real life. The gamers are completing hard and meaningful work and that serves as part of their motivation to win the game. Most gamers strive to succeed at the EPIC WIN, which they may not always experience in real life.
        I believe the concept of gaming and how it affects a person can be related to education and learning. If as educators, we make learning into a game, our students can experience these "gaming concepts" as they engage in meaningful learning experiences. Integrating gaming into the learning environment, can change how students view their capabilities. It will make learning new skills more interesting, and therefore students will take responsibility for their own achievements.
        McGonigal discussed that people will spend roughly 10,000 hours playing video games by the time they are 21 years old. She also stated that students spend roughly 10,080 hours at school between 5th and 12th grade. Malcolm Gladwell suggests that if you spend 10,000 hours working at something, you will become as high of an achiever as the best people in the world. I think there is a direct parallel between this statement for both gaming and education. We already know that gaming is self-satisfying and we know why, maybe we should dig deeper in the education system and see what we can do to make education just as self-satisfying, so that our students can not only be good gamers, but be good problem solvers in real-life too!

3D Printing

        3D printing and Rapid Prototyping both build models by building layer by layer from STL data to create a 3D object. However, they are different in some aspects. 3D printing uses smallers parts, they operate on an 8 inch scale, while Rapid Prototyping operates on a 10 inch scale. 3D printing is also cheaper, Rapid Prototyping can cost 2X as much as 3D printing. 3D printers are also easier to maintain and they require less materials. 3D printers are also less complex to use, while Rapid Prototyping can be very complex.
       The 3D printer can be used in the classroom in many ways. For example, the engineering student can print out models to study and work with. The biology classroom may printout cross sections of the heart for students to study. The history classroom may printout artifacts to study closer, with more detail. Finally, the geography classroom can printout topography maps to study in depth. In the elementary classroom, where I teach, I can think of many exciting ways to use the 3D printer. In math I teach area and perimeter. I could have my students design their buildings on graph paper, and then print them in 3D. When I teach my unit on 3D shapes, they could design something using the shapes and print them out in a 3D image. In writing, my students could design a character as they write a narrative story. They could then print out their designed character to bring the character to life. Finally, if I had a 3D printer and software, I would be most excited about using the printer to solve real life problems. I would present my students with a problem and then let them design something that could be a solution to the problem. For example, I may tell the students that they need to design something that they can use to cover their test papers in the classroom to prevent cheating. The students would then use the software to design an item and then print it using the 3D printer.
       There are numerous things that can be done with a 3D printer in regards to education. A 3D printer brings a child's work to life, it makes their learning experience real and meaningful. In the 21st century classroom, a 3D printer would be a great addition to the learning experience.

Real Sense Technology

After watching the video and exploring the website for Real Sense Technology, I am truly amazed at how this technology can completely immerse us into a virtual world. The Real Sense technology camera is actually 3 cameras in one. It consists of a 1080p HD camera, an infrared camera, and an infrared laser projector. All of these work together to "see" similar to the human eye. This technology changes how we see images, use gesture control, watch videos, scan images, and collaborate with each other. The camera allows you to log into your device by facial recognition and even control the device with your hands. Several applications work with the Real Sense technology. For example, there is a Madagascar game that allows you to use hand movements to control the characters. There is also a Lego game that allows you to become part of the game in real time. This technology also has the capabilities with editing features for your swap out your backgrounds as you record live video. In regards to scanning, this technology allows you to scan yourself into your laptop/device. You can chat and collaborate with your friends with yourself as part of the screen. You are also able to customize your background and share content with others like you are in the same room. You are also able to scan your face or any other 3D image and print the images using a 3D printer. As developers continue to build new applications, the uses of the Real Sense camera continue to expand. The Real Sense camera allows the user to do a numerous amount of things they can't do with a regular camera. For example, the user can measure distances through pictures, create real life avatars, use holographic navigation, become a part of a video game, etc. Real Sense technology will change the way we communicate and navigate through a virtual world.

Monday, January 18, 2016

GSpeak-Minority Request #2

       G-Speak is a futuristic interface that will make the computer and mouse objects of the past. With GSpeak, the user uses a set of conducting gloves to move objects through multiple screens and manipulate the objects in 2-D and 3-D. This type of technology is useful to businesses and corporations that have to work through a large amount of date. This interface allows the user to manipulate things by using hand gestures, pointing, and other movements. This type of technology was used in the movie Minority Report. This technology has many benefits, which include that it is spatial, multi-user friendly, and multi-device capable. According to John Underkoffler, in the near future, this device will be usable without the conducting gloves. If I were to share this new technology with others, I would begin by showing them clips from the movie Minority Report so that they could see the technology being used in an actual setting and then I would show them the following videos and articles for them to read. I think the more information you gain about something, the more knowledgeable you become about the subject and you are more willing to buy into the idea.

Watch these videos for more information:

Read these articles for more information:



Sunday, January 17, 2016

TED Talk 7 Ways to Reward the Brain

     In the TED talk with Tom Chatfield, he discussed the positive side of video games and what they contribute to our learning. He discussed 7 ways that the brain is rewarded in an effort to explain why so many people get satisfaction from playing these games on a daily basis. The 7 ways to reward the brain that he listed are as follows:

1. Experience bar measuring progress- this is the bar that shows what you have completed and how far away you are from the goal
2. Multiple long term/short term aims- this means that the goals in a video game have short term goals that are easier to attain and long term goals that take more work
3. Rewards for efforts-this means that as you accomplish both large and small tasks, you are given rewards in the game
4. Rapid frequent clear feedback- in video games, you are given feedback for everything you do, it is quick and reflective of what you have accomplished
5. Element of uncertainty- these are the unknown rewards that you don't know you will get- it keeps you brain working hard to discover the prize
6. Windows of enhanced attention- there are times in the game where things are intensified and times when they are slower
7. Other people-people play games collaboratively with other people to solve problems and reach goals-people want to be successful and interact with others

     All of these things can be related to a classroom as well as a video game. I think that students would love to see their progress measured on a bar, instead of a letter grade. How encouraging would it be to see how far you needed to go and see you progress as you made you way along. I also think it is important to set short term and long term goals for your students. Its important to let them celebrate small successes as well as large successes. I was especially impressed with the #5 element of uncertainty, imagine as as a teacher if we set a  goal and do not disclose the prize, I think that would be very encouraging and motivating for students to reach that goal to see what the prize would be. I also think that the rapid and frequent feedback is very important. As educators, we need to be clear with our feedback and make sure we are frequently letting our students know how they are doing in the classroom with a particular assignment. When they have a clear direction, they are more likely to be successful.

BYOD

       BYOD is a growing trend in schools across the nation. BYOD stands for Bring Your Own Device. This is where students are allowed to bring their own device to school to use it during the day for learning purposes. There are many pros and cons to BYOD. Some pros include: students have the internet at their fingertips, they can research and google anything at any time, they also have a tool in their hands that allows them to calculate, record, take pictures, take notes, etc. The best part is that a device makes all of these tasks enjoyable. Some cons of the BYOD include: management-making sure students are using the devices for the correct things, distractions-some people feel the devices/smartphones are just a distraction as students may use the device to check Facebook/email, etc., technical support-if each child has a different type of device, making them all work together is sometimes difficult, and sometimes students have problems with status issues as one student may have a "better" device than another.
       In my opinion, BYOD is a great idea, when managed correctly. I am currently at a school that does not participate in the BYOD initiative, but I have worked at a school before where BYOD was being implemented. The students in my first grade classroom were doing book reports, research, graphic organizers, etc. all on their devices. They were completely engaged in their learning. My students also learned to make green screen movies and book reviews with their devices. I felt that the learning that took place was amazing.
       Management is definitely something that has to be considered. As smart phones are becoming more and more popular, I think some procedures will need to be in place to effectively manage a BYOD classroom. I think that having students put their devices away in a locked cabinet when not in use would be one way to cut back on students participating in things they aren't supposed to be doing. There needs to be rules in place for the BYOD classroom as well as consequences when rules are broken.
       In lower performing schools, BYOD can still be successful. While I understand some students may not be able to provide their own devices, teachers and administrators can write grants to get technology in the classroom. All a teacher needs is one computer and they can use a variety of web-based programs to help students have access to technology and be engaged in their learning. For example, you can set up a blog in your classroom and allow students to blog with each other on the web-based program such as Kidblog. This blogging helps students work on their grammar mechanics and writing skills. Many standardized tests are taken on the computer now and blogging is a great way to give them the practice they need with typing across the content areas.
       BYOD will also change the professional development teachers will require. Teachers will need to be trained in using the devices in the classroom correctly and efficiently. Teachers will have to be on board with using the devices. Parents won't appreciate purchasing a device for their child only to have the device not be used in the classroom. Schools will have to have tech support on hand to assist teachers when needed. Teachers will have to have practice with apps and web-based programs so that they can create and teach with the devices.
       If students don't learn how to use their devices for learning purposes, they will not be prepared for the future. College level students do most of their work with the use of a device. Students need to begin practicing with technology at the elementary level, and then they will be able to be successful in college. The 21st century has changed learning and students have to know how to use technology for investigation, research, and presentation. BYOD is going to continue to become a growing trend in education across the world.

Saturday, January 16, 2016

Diversity, Cultural Understanding, & Global Awareness

As we live in a time when technology brings people together faster than ever, it is important to understand that we are all different and learn in different ways. As an educator, I have to teach my students to embrace the cultural differences and be respectful as we all learn together. As far as technology goes, I think that etiquette is very important in regards to diversity and cultural differences. All students need to be taught how to use the internet and other technological devices correctly and respectfully.
                I will model and promote diversity in my class by helping my students understand that different is not bad, that each person has something unique to add to the lesson and the learning. As a teacher, I can use tools such as Skype, virtual field trips, etc. to show my students different cultures, races, economic status, etc. My students have taken virtual field trips to schools in Japan, Plymouth Plantation, etc. These experiences make the events real to them, and they gain an understanding that I don't believe they would gain by just reading about these things. There are also applications and websites where students can study and learn about different cultures. I believe if students are taught about other beliefs/cultures, they will respect them. In my classroom, I teach Chinese New Year, Christmas around the World, Cinco De Mayo, etc. most students find these cultures very interesting and they are always respectful.

                There are several tools that are available to allow educators to communicate with parents, peers, students both in town and across the globe. I think blogging is a great way to model communication and diversity. My class has blogged with classes in other countries, cities, and states. The students love to share their beliefs and personal stories. Also, Skype and other video conferencing programs are a great way to connect with others globally. Social Networking is another great tool that can be used for communication. Technology has made it possible to connect with schools and students across the globe. The learning that takes place when you can show your students “real life” is better than any text book could accomplish. My goal as an educator is for my students to be culturally aware and respectful, and technology makes this task very easy. 

Google Glass

     I attended the AETC in Birmingham this past summer. This is where I first heard about Google Glass. Google Glass is a cool pair of glasses that can serve many purposes. The glasses are available for around $1500.00 and do almost anything you want them to. For example, the glasses can take pictures, record video, remind you of appointments, text people, and help you get directions somewhere. These glasses are pretty amazing.
     After reading the article http://www.emergingedtech.com/2013/04/5-ways-google-glass-can-be-used-in-education/, I learned exactly how Google Glass can be used in an educational setting. The article discussed 5 ways. These ways included: learning new languages in real time, creating presentations and having research materials quickly at your hands, building portfolios by adding "live" work you complete, and new courses and skills, as many new applications are created to work with Google Glass. As I continued my research a little further, I was able to watch a video where a teacher actually completed a science experiment from his house and was able to live stream it to his students. The idea of having a flipped classroom would be so much easier with Google Glass.
     In conclusion, I think that Google Glass has many positive uses in education and the business world. Unfortunately, I think the price is a little too high and I don't feel that most students or educators will be able to afford it. As far as the future of Google Glass, I think that Google Glass will eventually being able to function based on eye movement...now that would be really cool!

Thursday, January 14, 2016

Future Smartphones Won’t Need Cell Towers to Connect

After reading the article (see link below), I am even more impressed with technology than I was before. More so than that, I am happy I now know what the LTE symbol that pops up on my phone from time to time actually is LOL! This article discussed in detail the use of a new feature being added to the LTE protocol that our cellphones use now. This feature will allow our phones to communicate with other devices and "beacons" placed in businesses, etc. without the use of the cell phone tower. The LTE Direct will reach farther than even wi-fi or blue tooth. Many companies are experimenting with the LTE Direct and having success. The LTE direct will allow your smartphone to automatically recognize businesses, etc. which may play a big part in advertising for businesses in the future. Another positive feature of the LTE Direct is that it uses very little power, so it won't drain your battery very quickly. The LTE device will direct information from device to device. It could be used at the airports to broadcast to your phone flight delays, at stores to advertise sales/coupons, and some companies are even working to develop apps that use the LTE Direct, like Yahoo. The LTE Direct will do similar things that wifi and blue tooth do now, but the LTE will be able to do it with a longer range and better performance.

I'm wondering if my "RetailMeNot" app is using an LTE Direct because I always get a message from the app and it send me coupons based upon the store I am in at the time. I think this is all very cool information. Technology is pretty cool!

http://www.technologyreview.com/news/530996/future-smartphones-wont-need-cell-towers-to-connect/

Tuesday, January 12, 2016

Here we go again...

I am looking forward to this semester. I am very excited about this class in particular. What an exciting way to learn new things through a gaming portal. I am looking forward to learning new things in a fun way!

Jennifer