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.