To introduce something as revolutionary as g-speak, one would have to see it in action to believe it! To tackle the task of introducing this technology to others, I would first explain that g-speak, made by oblong industries, is an interactive spacial operating system. g(which stands for gesture)-speak, allows users to control the computer with their hands. Special gloves, in which they hope to be able to dissolve as technology progresses, act as a mouse, joystick, or other control. With g-speak an image can me moved, manipulated, and controlled between different screens. Once I introduced g-speak to the audience, I would then show the following videos of the device featured in Minority Report, a major film released in 2002, and a corporate video from Oblong Industries, the company that makes g-speak.
Minority Report Clip
Link to Video: https://youtu.be/7SFeCgoep1c
Oblong Industries g-speak video
Link to Video: http://www.oblong.com/g-speak/
After showing the video, I would then demonstrate with the actual technology teaching basic hand gesture controls in the g-speak system. After explaining what the technology is, seeing it in video, and seeing it in real life, I would finally assist learners in using g-speak for themselves. At the conclusion of the presentation, I would ask for questions and give out my contact information for questions they may have later. I would also follow up in about a week to make sure everything was going smoothly.
Resources:
http://www.oblong.com/g-speak/
https://youtu.be/7SFeCgoep1c
Saturday, January 30, 2016
Friday, January 29, 2016
VGo Brings Normalcy Back to Students with Abnormal Lives.
Meet VGo.
Lyndon Baty Feature from Jason Sánchez Rosa on Vimeo.
Link to Video: https://vimeo.com/34645319
This video shows VGo helping Lyndon Baty. VGo is an interactive telerobot that allows a person to be in one location but feel and function in a separate location through video conferencing. This technology has also helped Max LaDue. Max is a middle school student that suffers from severe stomach migraines that keep him from attending school regularly. VGo goes to class for Max and makes video conferencing available for him to see and listen to his teachers' lessons from home. This has allowed Max to keep up with his school work and the social interactions with his peers that he missed being restricted to his home.
VGo costs around $7,000 plus a maintenance plan of $5,000. The device requires sufficient WiFi service, a place to charge the 6 hr life battery, and ramps or wheelchair accessible classroom and facilities. Someone also will need to be in charge of charging and everyday maintenance of the device including recognizing issues that may require servicing from VGo using the hardware and software warranties. For the VGo to be completely successful, teachers and students will need to be mindful and accepting of the device in their surroundings. This device is practical in the sense of bring normalcy back to students that are suffering life-changing illnesses. This device is expensive, but when compared to video conferencing hardware and software that would be much less mobile, VGo would be a better economical choice for school districts. One must also consider the salary that must be paid for a home-bound teacher if VGo was not available.

Link to article and picture: http://www.educationtechnology.myindustrytracker.com/en/article/64126
http://www.vgocom.com/how-much-does-vgo-cost
https://vimeo.com/34645319
Lyndon Baty Feature from Jason Sánchez Rosa on Vimeo.
Link to Video: https://vimeo.com/34645319
This video shows VGo helping Lyndon Baty. VGo is an interactive telerobot that allows a person to be in one location but feel and function in a separate location through video conferencing. This technology has also helped Max LaDue. Max is a middle school student that suffers from severe stomach migraines that keep him from attending school regularly. VGo goes to class for Max and makes video conferencing available for him to see and listen to his teachers' lessons from home. This has allowed Max to keep up with his school work and the social interactions with his peers that he missed being restricted to his home.
VGo costs around $7,000 plus a maintenance plan of $5,000. The device requires sufficient WiFi service, a place to charge the 6 hr life battery, and ramps or wheelchair accessible classroom and facilities. Someone also will need to be in charge of charging and everyday maintenance of the device including recognizing issues that may require servicing from VGo using the hardware and software warranties. For the VGo to be completely successful, teachers and students will need to be mindful and accepting of the device in their surroundings. This device is practical in the sense of bring normalcy back to students that are suffering life-changing illnesses. This device is expensive, but when compared to video conferencing hardware and software that would be much less mobile, VGo would be a better economical choice for school districts. One must also consider the salary that must be paid for a home-bound teacher if VGo was not available.
Link to article and picture: http://www.educationtechnology.myindustrytracker.com/en/article/64126
http://www.vgocom.com/how-much-does-vgo-cost
https://vimeo.com/34645319
Wearable Technology
According to investopedia.com, wearable technology is defined as "electronics that can be worn on the body, either as an accessory or as part of material used in clothing. One of the major features of wearable technology is its ability to connect to the Internet, enabling data to be exchanged between a network and the device". Wearable technology can seem like something out of a science fiction movie, but it is a part of our world! It can help people track their health, assist people with disabilities, or simply make life more convenient. Here are two wearable technologies that I found to be amazing.
Prototype to Translate Sign Language

This device is a prototype to translate sign language into English! I am just blown away by this idea! This could really help people communicate better with sign language speaking individuals. Engineers at Texas A&M are working on this technology. It senses the muscular movements of the signer's arm and wrist to translate the movements into words. Earlier prototypes from different engineers attempted to translate sign language into typed text. Those inventions usually used cameras to translate and could not pick up the intricate finger movements of signing. Understanding why the earlier devices did not work, the engineers at A&M decided to focus on the muscle movements rather than video-based solutions. A drawback of the device is that it has to be programmed and learn the specific wearer's muscle movements to be efficient; they are working on how to remove this step of the device altogether where it will immediately work on any wearer. The possibilities of this device for speakers of sign language would be immeasurable.
Link to Video: https://youtu.be/tCYw4-Hml4Y
Accelerometer-Enhanced Football Helmet
Meet Dr. Kevin Guskiewicz. Back in the early 90s he was an athletic trainer for the Pittsburgh Steelers. He became concerned with the amount and effects of concussions happening in football. This concern has ignited the passion that led Guskiewicz to his current position of Dean of the College of Arts and Sciences at the University of North Carolina. He works with the Department of Exercise and Sport Science at UNC developing a helmet fitted with technology to study the effects of hits taken in football. Players are fitted with helmets that contain devices called accelerometers. These soft, spring-like apparatuses are placed between the helmet's padding. They communicate the g-force at which the player's helmet was hit in a collision to a computer on the sideline. Guskiewicz is using the data collected to determine the type and strength of hit it takes to cause a concussion. With this knowledge and this accelerometer technology, Guskiewicz has been able to impact the sport of football to make it safer for current and future players. This technology could possibly make its way into all helmets in game situations to give trainers and doctors real-time data to make decisions about a player's health and safety.
Link to video: https://youtu.be/CcS7gr3HZbU
Link to video: http://espn.go.com/video/clip?id=espn:8085758
Links for resources:
http://www.investopedia.com/terms/w/wearable-technology.asp
http://www.livescience.com/52491-wearable-sensors-translate-sign-language.html
https://www.youtube.com/watch?v=CcS7gr3HZbU
http://www.nytimes.com/2015/05/17/sports/football/nfl-players-union-weighs-the-benefits-and-the-pitfalls-of-helmet-sensors.html?_r=0
http://endeavors.unc.edu/spr2008/football_concussions.php
Prototype to Translate Sign Language
This device is a prototype to translate sign language into English! I am just blown away by this idea! This could really help people communicate better with sign language speaking individuals. Engineers at Texas A&M are working on this technology. It senses the muscular movements of the signer's arm and wrist to translate the movements into words. Earlier prototypes from different engineers attempted to translate sign language into typed text. Those inventions usually used cameras to translate and could not pick up the intricate finger movements of signing. Understanding why the earlier devices did not work, the engineers at A&M decided to focus on the muscle movements rather than video-based solutions. A drawback of the device is that it has to be programmed and learn the specific wearer's muscle movements to be efficient; they are working on how to remove this step of the device altogether where it will immediately work on any wearer. The possibilities of this device for speakers of sign language would be immeasurable.
Link to Video: https://youtu.be/tCYw4-Hml4Y
Accelerometer-Enhanced Football Helmet
Meet Dr. Kevin Guskiewicz. Back in the early 90s he was an athletic trainer for the Pittsburgh Steelers. He became concerned with the amount and effects of concussions happening in football. This concern has ignited the passion that led Guskiewicz to his current position of Dean of the College of Arts and Sciences at the University of North Carolina. He works with the Department of Exercise and Sport Science at UNC developing a helmet fitted with technology to study the effects of hits taken in football. Players are fitted with helmets that contain devices called accelerometers. These soft, spring-like apparatuses are placed between the helmet's padding. They communicate the g-force at which the player's helmet was hit in a collision to a computer on the sideline. Guskiewicz is using the data collected to determine the type and strength of hit it takes to cause a concussion. With this knowledge and this accelerometer technology, Guskiewicz has been able to impact the sport of football to make it safer for current and future players. This technology could possibly make its way into all helmets in game situations to give trainers and doctors real-time data to make decisions about a player's health and safety.
Link to video: https://youtu.be/CcS7gr3HZbU
Link to video: http://espn.go.com/video/clip?id=espn:8085758
Links for resources:
http://www.investopedia.com/terms/w/wearable-technology.asp
http://www.livescience.com/52491-wearable-sensors-translate-sign-language.html
https://www.youtube.com/watch?v=CcS7gr3HZbU
http://www.nytimes.com/2015/05/17/sports/football/nfl-players-union-weighs-the-benefits-and-the-pitfalls-of-helmet-sensors.html?_r=0
http://endeavors.unc.edu/spr2008/football_concussions.php
Thursday, January 28, 2016
BYOD
Last year my school system implemented BYOD. It was very scary, and we did not have any trainings or support to help us implement it. When I first started teaching, teachers were told that their cell phones were to be turned off and out of sight! (And I am NOT old!) Wow! What a change! We were not allowed to even have our cell phones out, and now kids can walk up and down the hallways on their phones and bring them into our classrooms?! Now, do not get me wrong, I love technology, but the drastic change all at once was a little overwhelming! In this blog, I will discuss my research on BYOD and offer some insight on how to manage it.
BYOD stands for Bring Your Own Device. Students are asked to bring whatever form of technology they have access to and use it for learning activities in the classroom. One obvious pro to BYOD is that school districts will not have to pay for the devices. That is a huge expense saved by the district. They also do not have to pay to maintain and update them. That also saves salaries of people to maintain and update them. Students are also already familiar with their devices, so the learning curve of learning a new device is not present. These devices are precious to the students so they probably won't forget them. There are also cons to implementing BYOD. If BYOD is not implemented correctly, devices can be a major distraction in the classroom. Students can be checking Facebook or texting more than learning the intended content. All these added devices can also overload the network.
State your opinion for using BYOD in your school (if you aren’t
currently teaching, chose a school where you have taught or wish to in
the future) and defend your position with specifics.
BYOD can be a game-changer in the classroom if managed correctly. Technology in the classroom brings current, up-to-date research to the palm of student's hands. The Internet will always be more up-to-date than textbooks. Students also learn to evaluate sources. Finding valid, reliable information is an important life skill. BYOD can also keep students engaged and organized. Many teachers are apprehensive about allowing devices in their classroom. I do not think BYOD will be a problem, unless the teacher had problems before. I believe teachers must be good classroom managers without devices to be good classroom managers with devices. I do not think a whole new management system is necessary for implementing BYOD. A student cyber-bullying another student is the same thing as a student bullying verbally. A student texting during class is the same misbehavior as passing a note. A student playing a game is simply off-task. A device that isn't charged is not being prepared for class just like not having a book, paper, or pencil. A clear understanding of what is acceptable, what is not, and clear consequences is vital. I also think it is important for everyone to be on the same page from the superintendent down.
If smartphones are here to stay, what are some ways to manage the BYOD classroom?
I would start by having clear expectations and consequences. As I stated earlier, any misbehavior with technology is the same type of misbehavior without technology: bullying is bullying, off-task behavior is off-task behavior. A good classroom manager with good supportive administration will not have a problem implementing technology into his or her classroom. I do however believe that one consequence that I would not use unless under extreme situations is to take the device away from the student. The device is a learning tool in the classroom. Would you take a textbook away from a child? If not, you should not take away any other learning too such as technology. The first offense might be a warning, second offense results in silent lunch, and the third offense could be an office referral. Your classroom management system does not have to change to implement BYOD.
What does this emerging trend mean for digital equity and lower
performing schools and the teachers who teach there? Give ideas for how
they can be supported and how they can respond – choose a subject area
and grade level to consider.
Digital equity is a real problem. Not every student will have access to a device. Some kids will have the latest laptop; some will have an outdated iPod. Student learning is the goal here, but we have to be able to learn without hurting student's feelings for not having the latest technology or not being able to afford it at all. You may also have parents that are not comfortable with their children bringing these expensive devices to school. Helping to inform parents of your BYOD policies and educating them on expectations and intended outcomes may put the parents at ease to let their kids participate with their devices. Cooperative learning is an option when all students do not have access to a device. It is imperative that schools have backup devices for students that do not have a device though. Putting a device in all students' hands will help ensure they are engaged. This will help lower performing schools. There are a lot of ways schools can get money to provide devices as well. Grants are a great way to fund this problem. Title schools might also have some options for funding as well. Our district has put a teacher in a technology facilitator position. This has been a great addition to help support teachers in implementing technology in their classrooms. I teach six grade science. My coworkers and I collaborate daily and help each other. If I find a website I would like to try, I set up an account and my coworker accesses it as a student. That allows us both to see the program from both the student's perspective and the teacher's. A support system is imperative to success! No one can do this by themselves.
What does this trend mean for teachers professional development and personal interest in technology?
When my district implemented BYOD, we were not offered any training or professional development. I truly believe that technology is something that a lot of teachers are not comfortable with and are in need of much support. Professional development should be offered to help support these teachers. Their jobs are hard enough, help in implementing BYOD may be the reason it succeeds. I visited a school district this past summer where all professional development was done in house. If the principal saw a teacher implementing something, that teacher was asked to help others. These teachers were also paid a stipend in the summer to collaborate and design lessons and assessments together to present digitally. As the teacher gets more comfortable with using the technology, I think his or her personal interest in technology will increase.
If students don’t learn to use mobile devices for activities beyond
entertainment (such as learning), are they prepared for the world of
work in the future?
If students are not learning how to use their devices beyond entertainment, then no, they are not being prepared for the future. I think giving students the power and knowledge to unleash the power of their device beyond social media and entertainment is very beneficial for being prepared to live in the world in which we do. Seeing a mobile device in a way other than a social media tool is a way to open the minds of students to what they really are capable of doing.
If students are not learning how to use their devices beyond entertainment, then no, they are not being prepared for the future. I think giving students the power and knowledge to unleash the power of their device beyond social media and entertainment is very beneficial for being prepared to live in the world in which we do. Seeing a mobile device in a way other than a social media tool is a way to open the minds of students to what they really are capable of doing.
The Future of Cell Phone Connectivity
Qualcomm has been working on a technology for over eight years that bypasses cell phone towers to make smartphones talk directly to each other. This technology, called LTE Direct, can reach up to five hundred meters, longer than any WIFI or Bluetooth signal. Facebook and other technology companies are also trying to help Qualcomm develop this convenience. Companies could send out alerts to anyone in close proximity to their stores about sales, advertisements, or other information. Wireless companies could also be compensated for lost data usage by charging these companies for using this service.
Link to Article: http://www.technologyreview.com/news/530996/future-smartphones-wont-need-cell-towers-to-connect/
Link to Article: http://www.technologyreview.com/news/530996/future-smartphones-wont-need-cell-towers-to-connect/
Monday, January 25, 2016
Top 5 Mobile Apps for 2015-2016
Apps have become a way of life for us. There is an app for everything from helping us stay organized to timing contractions for women in labor! Apps have made their way into the eduction world as well. Here are my top five mobile apps for teachers:
Formally known as Remind 101, Remind is a great communication tool for teachers and coaches! Professionals still have the privacy because Remind does not give out your personal cell phone number, but it still allows you to send text messages to students, parents, and athletes. Stakeholders sign up to receive your texts with a class code, and they immediately are in the know! Remind is a must for communicating anything from reminders about tests to announcing school delays and closings!
Formally known as Remind 101, Remind is a great communication tool for teachers and coaches! Professionals still have the privacy because Remind does not give out your personal cell phone number, but it still allows you to send text messages to students, parents, and athletes. Stakeholders sign up to receive your texts with a class code, and they immediately are in the know! Remind is a must for communicating anything from reminders about tests to announcing school delays and closings!
2. Socrative-Teacher and Student version Free for Andriod and iOS.
Socrative is a student response system that is a great formative assessment tool! Teachers can give a quiz, ask a quick question, conduct a space race, or assign an exit ticket to students and see real time data right on their screen. Data results can be emailed, saved to your Google Drive, or displayed in a graph form.

Picture from: http://itech.nrms.wikispaces.net/Socrative
3. TED-Free for Android, iOS, Google Play, and Amazon apps.
TED stands for Technology, Entertainment, and Design. TED is an organization devoted to sharing innovating thoughts mostly through videos. With the app, you can browse and watch TED Talk videos at your convenience on your mobile device. The app features an "Inspire Me" button and allows you to search themes or tags.

Picture from: http://blog.ted.com/introducing-the-ted-ipad-app/
4. Nearpod-Free for Andriod, iOS Chrome Store, and Google Play.
Nearpod is a presentation software combined with a student response system! A teacher can launch one of hundreds of free or paid lessons and he or she controls the lesson from a computer, tablet, or smartphone. The students see what the teacher sees on their screen. There are also interactive components to Nearpod. The students draw or answer questions and their answers show up on the teacher's device in real time! What a great way to formatively assess!

Picture from: http://blog.nearpod.com/lets-nearpodize-our-class/
5. Quizlet-Free for Andriod, iOS, Chrome Store, and Google Play.
Quizlet is an app that allows teachers to upload content or share ready-made quizzes for their students to study. Students have several options to study such as flashcards, tests, and a scatter game where the students have to match the definition to the word. This is a great tool for students to use to work on vocabulary skills!
Picture from: https://play.google.com/store/apps/details?id=com.quizlet.quizletandroid
Socrative is a student response system that is a great formative assessment tool! Teachers can give a quiz, ask a quick question, conduct a space race, or assign an exit ticket to students and see real time data right on their screen. Data results can be emailed, saved to your Google Drive, or displayed in a graph form.
Picture from: http://itech.nrms.wikispaces.net/Socrative
3. TED-Free for Android, iOS, Google Play, and Amazon apps.
TED stands for Technology, Entertainment, and Design. TED is an organization devoted to sharing innovating thoughts mostly through videos. With the app, you can browse and watch TED Talk videos at your convenience on your mobile device. The app features an "Inspire Me" button and allows you to search themes or tags.
Picture from: http://blog.ted.com/introducing-the-ted-ipad-app/
4. Nearpod-Free for Andriod, iOS Chrome Store, and Google Play.
Nearpod is a presentation software combined with a student response system! A teacher can launch one of hundreds of free or paid lessons and he or she controls the lesson from a computer, tablet, or smartphone. The students see what the teacher sees on their screen. There are also interactive components to Nearpod. The students draw or answer questions and their answers show up on the teacher's device in real time! What a great way to formatively assess!
Picture from: http://blog.nearpod.com/lets-nearpodize-our-class/
5. Quizlet-Free for Andriod, iOS, Chrome Store, and Google Play.
Quizlet is an app that allows teachers to upload content or share ready-made quizzes for their students to study. Students have several options to study such as flashcards, tests, and a scatter game where the students have to match the definition to the word. This is a great tool for students to use to work on vocabulary skills!
Picture from: https://play.google.com/store/apps/details?id=com.quizlet.quizletandroid
Video Game Seduction Secrets
Video game designers have an immense understanding of how the human mind works and what makes us want to come back for more. Mr. Stuart addresses several topics that keep players engaged for hours in the article "The Seduction Secrets of Video Game Designers". In this blog post, we will explore strategies these designers use to keep the players playing, and relate that to how teachers can use these strategies to keep students "playing" in their classrooms.
- Fun-When teachers make learning fun, kids forget they are even learning! In the article, someone is quoted as saying "with games, learning is the drug". How powerful a statement!
- Failure is OK-Learning takes place best when there is an environment in which failure is ok and students are free to try new things without the fear of being judged or punished. Teachers need to cultivate this attitude in their classrooms to provide students with a situation where they are not afraid to take risks and be creative. If our creative geniuses in the past were afraid to take risks and try something new, we would never have the technology, medical care, electricity, or jobs that we have today!
- "Acquire, Test, Master"-Teachers should allow students to master one skill before moving on to another. The article points out that even Mario is asked to master one skill before he is given more responsibilities to do. Learning never truly happens if there is not a good foundation laid first.
- Autonomy-Learners always like to feel like they are in control. When someone feels like they are losing control, anxiety can creep in. If a student is anxious or is not in a good mental state, no learning could possibly happen.
- Choice and Planning-When a student has the opportunity to take a little ownership of their learning, great things happen! Even if it is as small as choosing the order in which they complete an assignment, choice appeals to students.
- Self-determination-Motivation is a huge factor of the successfulness of learning. Humans need to feel motivated and have some ownership of their learning to be content in their learning.
- Reward Systems-Along with expected progression through learning, surprise rewards along the way help keep up motivation and moral. Just when a learner gets board with learning or learning feels monotonous, a surprise reward will immediately boost motivation.
- "Disproportionate Feedback"-Similar to surprise rewards, "disproportionate feedback" gives learners rewards for achieving simple tasks. Again, these rewards appeals to a learner's feelings of satisfaction and enjoyment and keeps a learner engaged and coming back for more.
- Friendships-Collaboration is a big facet in education right now. Learning from others is so important. None of us think in exactly the same ways. Having access to other people's thinking allows us to see things in different perspectives!
According to Stuart, "So games aren't just about wasting time." I agree. The psychology and understanding of human behavior that these game designers put into these games are unreal and we can translate them into a classroom setting!
Sunday, January 24, 2016
Nearpod
Do some of your students have a hard time seeing your interactive lesson or videos? Do they have a problem staying engaged in the lesson? With Nearpod there's not a bad seat in the house! Nearpod is a website with its own app for tablets and smartphones that allows students to have your interactive lessons on their own devices! Whether you are 1:1 or BYOD, all students have access to the lesson. Teachers create their own free account with Nearpod and start browsing lessons. There are a lot of free lessons with some paid options as well. A teacher could also create their own lessons to meet their own specific needs. Once a lesson is launched, the students simply enter a lesson PIN that can be shared via Facebook, Twitter, Google Classroom, e-mail within the website or app. Once connected, the teacher controls the pace of the lesson from a computer, tablet, or smart phone. There are also interactive components to the program. In one lesson I have conducted, the students drew a moon to activate prior knowledge before learning about moon phases. All the students drawings popped up on my screen in real time as they finished drawing them. I immediately had an idea of what my students saw in their minds when thinking of the moon. There were also videos that showed on all student's devices at the same time! After watching the videos, my students were asked to draw the alignment of the Earth, Sun, and Moon when we were experiencing a new moon. This was a great, easy formative assessment. I knew which students needed to hear that part of the lesson again without anyone being embarrassed about not knowing! Nearpod also helped my students stay engaged in the lesson because they were constantly asked to participate in the interactive components of the lesson. Nearpod has lessons for every age level and every subject!
Intel's Compute Stick
Image from: http://www.digitaltrends.com/stick-pc-reviews/intel-compute-stick-review/
What is that?! A computer on a stick?! Yes! A computer on a stick! Intel has invented a fully functioning PC that is only four inches long! With a price tag of $89-$150, it is appealing for buyers not wanting to invest a lot in a PC and making it perfect for the underfunded education world. This device would be a great option for teachers that can't afford technology such as interactive white boards, smart TVs, or projectors. The Intel Compute Stick could be plugged into a TV and instantly make it into a smart TV for showing videos, teaching with presentations, or utilizing educational websites in the classroom. Technology has come such a long way from the first computers that took up a whole room! This device could revolutionize the size of computers in the future!
Read more about the Intel's Compute Stick at the following links:
http://www.popsci.com/intels-150-compute-stick-turns-any-hdtv-windows-pc?src=SOC&dom=fb
http://www.digitaltrends.com/stick-pc-reviews/intel-compute-stick-review/
Wednesday, January 20, 2016
Plickers
Plickers is a free web-based student response system for classrooms. It allows you to create a free account and print out Plickers cards that students will hold in a certain direction to represent a particular answer. The teacher can scan the room using the Pickers app with any device with a camera to capture the student's answers. The answers are then recorded on the teacher's account for the teacher to immediately see. It can even tell the student's answers apart by which card they are holding. It is a great formative assessment tool! I have used this app in my classroom to review content for tests. I immediately knew if I needed to review the material again before going on to the next question. I have also used Plickers like an exit ticket to have students self-assess their own learning. At the end of class, I simply asked them to "grade" their understanding for the day. I quickly knew who I needed to work with the next day in a small group setting. Plickers is very easy for the teacher, and enjoyable for the students. Plickers is also great for students that may be shy and do not want to speak up in class. Sometimes these students go unnoticed and this app helps us check on all students!
Tuesday, January 19, 2016
Horizon Report p. 10-11
1. What does the author say about learning styles and the evidence for
their use in determining learning strategies? (Do not insert any opinion
unless you back it up with multiple refereed journal articles as
sources.)
This blog indicates that there is no credible evidence that learning styles even exist. There does not seem to be a link between a student retaining information better because the information was presented in their preferred mode. Also, the inventories used to assess a student's preferred mode of learning have been deemed to be invalid and are composed of answer choices that a student is forced to choose because their best answer wasn't an option.
2. Choose one of the seven ways to give students choice and describe
how you will implement this in your classroom using technology.
Summative projects are a great way to assess student learning, but teachers have a hard time letting children take the lead in the educational process. A volcano is a volcano, so does it really matter how the student presents the material? In my classroom, I will let my students present their knowledge through a medium of their choice, such as a Google Slide presentation, iMovie, blog post, rap song recorded in Garage Band, or a Voki speech. In this way my students have a voice in their learning and an outlet to be creative.
Summative projects are a great way to assess student learning, but teachers have a hard time letting children take the lead in the educational process. A volcano is a volcano, so does it really matter how the student presents the material? In my classroom, I will let my students present their knowledge through a medium of their choice, such as a Google Slide presentation, iMovie, blog post, rap song recorded in Garage Band, or a Voki speech. In this way my students have a voice in their learning and an outlet to be creative.
Monday, January 18, 2016
Tactus Technology
Tactus Technology has invented a way to make a flat screen into a raised keyboard with real buttons. It is an overlay screen protector-like technology. When a keyboard pops up on the screen, it increases the pressure in those areas and a fluid-filled button pops up on the screen. I can see this being a GREAT thing for students and adults with visual impairments or other disabilities! It is truly amazing to see these little buttons pop up out of nowhere and then disappear back into the screen!

Picture from: http://www.designboom.com/technology/tactus-morphing-tactile-touchscreen/
Picture from: http://www.designboom.com/technology/tactus-morphing-tactile-touchscreen/
7 Ways to Reward the Brain
I was very impressed with the man's knowledge of the psychology of gaming and the way the brain responds to certain aspects of gaming. Gaming is a hugely psychological concept. I really appreciated the pie example. He said if collecting fifteen pies, around thirteen the human brain gets frustrated and tired of looking. The gaming industry understand this and ups the probability of finding the next pie. I look forward to investigating further the way gamification can be used in the classroom!
The seven ways games reward the brain.
- Experience bars measuring progress-"Are we there yet?!" Yeah...how many times have we heard that?! Children and adults alike always want to know how much more they lack. Knowing how much further you have in an assignment is a big motivator.
- Multiple long and short-term aims-Long-term goals would be like the essential question that is broad and will take a while to answer. Short-term aims would be more representative of individual concept standards.
- Rewards for effort-Who doesn't love getting recognition for a job well done? Lower elementary teachers do a good job with treasure chest toys, stickers, dinner dates, ect. I need to do a better job with my sixth grade students about giving rewards. Maybe a gamification badge would be an option!
- Rapid, frequent, clear feedback-Students always need feedback. If it isn't fast and clear though, you've wasted your time. What good does it do knowing a student made a 57 on a test if they didn't know they made it until a week later? Learning management systems that allow teachers to comment on students work are a great and easy way to give rapid feedback.
- An element of uncertainty-This would be a reward that the student couldn't predict was coming. A surprise.
- Windows of enhanced attention-If a teacher can tap into a student's prime window of learning, can you imagine the possibilities?
- Other people!-Collaboration is a great way to bounce ideas off of each other and see different ways of thinking. We are not all the same, and we all think differently. We can learn so much from each other!
3D Printing
3D printing is rapidly growing in the education world. I have read many articles and Tweets lately about how libraries are being transformed into Maker Spaces fully equipped with 3D printers. These printers can be used by teachers to make models or manipulatives for class concepts. Teachers can produce mini volcanoes, bodily organs, or Medieval weaponry for students to hold and see and learn. Students can also problem-solve, design, and build anything that will fit inside the printer. There is a big push in engineering with our new Next Generation Science Standards. A 3D printer would be an amazing way to help meet these standards! This would be a great asset for project-based teachers as well.
3D printing is very similar to rapid prototyping. They both print by building a 3D object layer by layer. They also have several differences. Rapid prototyping machines are a little larger than a standard 3D printer. A 3D printer has an 8 inch cubed printing area where a rapid prototyping machine measures at least 10 inches on each side. Rapid prototyping machines are also more expensive to upkeep, but they offer a wider variety of materials that can be used to print.
This would be a very exciting technology to be able to implement into a classroom. Students and teachers both would enjoy using this device. I think the best thing about implementing a tool like this would be seeing the students think, problem-solve, design, and taking pride in the final product.
3D printing is very similar to rapid prototyping. They both print by building a 3D object layer by layer. They also have several differences. Rapid prototyping machines are a little larger than a standard 3D printer. A 3D printer has an 8 inch cubed printing area where a rapid prototyping machine measures at least 10 inches on each side. Rapid prototyping machines are also more expensive to upkeep, but they offer a wider variety of materials that can be used to print.
This would be a very exciting technology to be able to implement into a classroom. Students and teachers both would enjoy using this device. I think the best thing about implementing a tool like this would be seeing the students think, problem-solve, design, and taking pride in the final product.
Socrative
Socrative is a free web-based student response system app to be used on a phone or tablet. It can also be used through the website if your students have computers. Socrative is a great resource for formative assessments! Teachers can download student's data, save it to their Google Drive, have it e-mailed to them, or view the data in a chart. Teachers have four options when using Socrative.
The first option is to "Start a Quiz". Here a teacher can import a quiz that has already been made, or they can type in their own. Questions can be in multiple choice, true/false, or short answer format. Once the quiz has been started, the teacher can choose whether they want the quiz to be teacher-paced or student-paced. Teachers see student's answers in real-time.
The next option is for the teacher to ask a "Quick Question". The teacher orally asks a multiple choice, true/false, or short answer question and the students submit an answer. Again, teachers see student's responses in real-time, and they immediately know if the student needs more help.
Teachers can also conduct a "Space Race". This allows the teacher to split the class into teams and have them compete against each other. The teams collaborate to choose answers, and a graph is updated to show how many questions each team has gotten correctly.
The "Exit Ticket" component is the last option of the website or app. This is where the students must grade themselves from A to D on how well they think they understood the material, summarize what the lesson was about, and then answer a question that the teacher has asked.
I have personally used the "Quick Question" and "Exit Ticket" components in my classroom. The students enjoyed using Socrative, and I had immediate data on which of my students understood the material that was presented that day. Formative assessments are very important in a classroom, and Socrative is an easy way to collect that data that the students enjoy. I used the quick question method to review for a test. I knew immediately if I needed to spend a few minutes explaining the concept again according to the student's answers. I also loved the fact that only I had access to the student's answers. Privacy is very important to some students, and they are more likely to answer freely and truly learn from their mistakes if they feel protected from their peers knowing they were wrong. I really liked how the exit ticket allowed the students to grade themselves and summarize. Students get tired of using the same strategies over and over. Socrative is an easy way to change things up and keep students engaged. It has a variety of ways that it can be used in the classroom, and I think it makes learning fun. It can be used at any grade level for any subject.
The first option is to "Start a Quiz". Here a teacher can import a quiz that has already been made, or they can type in their own. Questions can be in multiple choice, true/false, or short answer format. Once the quiz has been started, the teacher can choose whether they want the quiz to be teacher-paced or student-paced. Teachers see student's answers in real-time.
The next option is for the teacher to ask a "Quick Question". The teacher orally asks a multiple choice, true/false, or short answer question and the students submit an answer. Again, teachers see student's responses in real-time, and they immediately know if the student needs more help.
Teachers can also conduct a "Space Race". This allows the teacher to split the class into teams and have them compete against each other. The teams collaborate to choose answers, and a graph is updated to show how many questions each team has gotten correctly.
The "Exit Ticket" component is the last option of the website or app. This is where the students must grade themselves from A to D on how well they think they understood the material, summarize what the lesson was about, and then answer a question that the teacher has asked.
I have personally used the "Quick Question" and "Exit Ticket" components in my classroom. The students enjoyed using Socrative, and I had immediate data on which of my students understood the material that was presented that day. Formative assessments are very important in a classroom, and Socrative is an easy way to collect that data that the students enjoy. I used the quick question method to review for a test. I knew immediately if I needed to spend a few minutes explaining the concept again according to the student's answers. I also loved the fact that only I had access to the student's answers. Privacy is very important to some students, and they are more likely to answer freely and truly learn from their mistakes if they feel protected from their peers knowing they were wrong. I really liked how the exit ticket allowed the students to grade themselves and summarize. Students get tired of using the same strategies over and over. Socrative is an easy way to change things up and keep students engaged. It has a variety of ways that it can be used in the classroom, and I think it makes learning fun. It can be used at any grade level for any subject.
Google Glass
In January of 2015, Google discontinued producing Google Glass until the company could perfect the technology and make it more affordable and less awkward looking for the general public, according to NBC News. Google is currently working on a 2.0 version of the Glass and has not released any official information on when the new device will be available.
Google Glass Explorer, the first generation Glass, can still be purchased online through retailers such as Amazon. They range in price from $750 to $1049 and can be bought new or used.
Google Glass has a long list of uses and features. It can basically do anything your phone or computer can do such as take pictures, record videos, search the Internet, and give you directions. Although this device has a lot of everyday functions, there are also some classroom-specific features that teachers and students will find helpful. Huffington Post offers several options for using Google Glass in the classroom including translations of different languages, give students a realtime virtual field trip experience, and teachers can receive questions from the students. Another option from Huffington Post is the use of Google Glass in the sports world. Coaches can see realtime stats of his players in his field of vision, or players can wear the device to film first person videos.
Can you imagine just looking at a text and getting immediate translations? That could be huge for English Language Learners! I believe that Google Glass could definitely have its place in the classroom. Students could be more engaged, and teachers can be more effective. Students would have immediate access to the vast information of the web, virtual field trips, as well as participate in Google Hangouts. The possibilities of this device in the classroom is only as limited as the creativity of the teacher!
Resources:
NBC News-"Disconnected: Sales of Google Glass Suspended Pending Makeover"
http://www.nbcnews.com/tech/innovation/disconnected-sales-google-glass-suspended-pending-makeover-n287181
Huffington Post-"14 Google Glass Innovative Uses In Education"
http://www.huffingtonpost.com/vala-afshar/14-google-glass-innovativ_b_5410893.html
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