Saturday, February 27, 2016

Hay Day

Who doesn't love a fake farm?
(My mother sure does!)

Picture from Tamara Holt.

Hay Day is a free app available for iOS and Android users with in-app purchase features.  Farming on an iPad?  Fun, sure, but it teaches so much more than how to plant rows of crops.

My farm's name is T & B's Farm.  Within this game, players harvest crops, tend to animals, buy and sell items, collect diamonds and money, and compete in derbies.  Items such as milk and wool must be collected from the animals, and feed must be made to keep your animals making their product.  Crops must also be planted and harvested.  There are also buildings that can be purchased along the way to make other products to use or sell.  

Currently I have $100,530 that I have saved up.  Money is used to buy production buildings, crops when you are running low on time to grow them, or other items.  Speciality items such as duct tape and nails must be collected to make more room in your barn and silo.  

My strategy for making money is to grow high-profiting crops and sell them for the highest amount of money possible.  Players are allowed to take out a free ad in the newspaper to sell items every five minutes, so don't forget to advertise your merchandise!  I also plant crops that take eight hours to grow overnight to maximize time efficiency. (And to make my mother, self-proclaimed "Queen of Hay Day," happy!)  Players can also join neighborhoods and help each other!

I am on level 49.  My farm consists of twenty-four production buildings, thirteen pets, and all the land and fishing areas have been purchased.  

This game focuses on so much more than just farming.  Gamers learn how to make decisions, manage time and resources, and plan for the future.  Business and economic skills learned by playing this game include managing money, ethical values, opportunity cost, marketing, entrepreneurship, open market economy, efficient use of resources in a market economy, and supply and demand.  Hay Day has some items that are raw materials such as wheat, but that wheat can be used to make several other products.  Now it is a finished good such as feed for an animal.  That feed can nourish a cow to make milk.  That milk can be made into a cake to be sold.  Opportunity cost is taught because the farmer has to decide what he or she wants to give up to buy or produce something else.  The game actually gets pretty deep!  Math concepts presented in the game include counting, adding, subtracting, elapsed time, money, estimating, and multiplication.  Within this game, famers must calculate how much time it takes to harvest crops and collect from animals, calculate how much of a crop you need to plant, and figure out how much money can be profited from a particular crop.  Farmers also learn science related curriculum such as animal needs, botany, and agriculture.  

This game could be a great app to use in the classroom.  It could serve early finishers, be used as a reward, or be made into a project-based learning unit!  Why can't we play while we learn?!

Tuesday, February 16, 2016

Horizon Report p. 14-15

Unable to display content. Adobe Flash is required.

Link to Video:
http://www.screencast.com/t/ByDrmCDL


Script:
Hi, my name is Tamara Holt.  In this video, I will explain the benefits of student-made tutorials, and offer some suggestions on how to record these videos. 

So, what are the benefits? 
1.  Students understand better in a setting where they are learning from peers, especially students that may not do well in traditional classroom settings.
2.  The student making the video has to know the material well, forcing the student to become an expert on that skill.  This lends itself to a deeper understanding and higher probability that they student will remember it later.  This student learns the material initially, summarizes the material to write a script for their video, and records the video stating the information again.  Also, chances are when the child watches the video, they were not happy with the first recording so they record it again.  This enables the child to hear and say this information multiple times throughout this process.
3.  This method of teaching gives students a voice in the learning process, and makes learning fun.
Now let’s focus on how to record these videos. 

The first software I will recommend is ScreenChomp by TechSmith for iPad.  It is a free whiteboard app with a variety of markers and colors for the student to record their voice and everything they write on the screen.  It is uploaded to the ScreenChomp website where you will be given a link or embed code.  It is very simple and user friendly for children.

Another screen-capturing software, this time for the computer, is Jing, also by TechSmith.  Jing is free and can be used with Macs or PCs.  This program allows students to record whatever is on the computer screen along with their voice.  Just like ScreenChomp, Jing also uploads to it’s Screencast website where you are given a link or embed code to share the video.  Jing is very easy to use.

My third suggestion is iMovie by Apple.  iMovie can be used on a MacBook, iPad, or iPhone.  It is free on new Apple devices and can be purchased for older ones.  Students can add pictures or videos and voice over these visual aides to teach the concept.


I hope you were able to find this video helpful to implement student-made tutorials in your classroom.  Thank you.

Friday, February 12, 2016

Diversity, Cultural Understanding, and Global Awareness









If a student is not comfortable, learning will not occur.  It is very important to consider all student's backgrounds and be sensitive to their feelings and beliefs.  




Image result for padlet


For teaching diversity in my classroom, I would have each student post on a Padlet describing themselves but not include their names.  They could list things such as likes, dislikes, what their best feature is, personality, what they want to be when they grow up, interests, beliefs, and family descriptions.  I will choose a student to read one of the Padlet responses and the class can guess who the post is describing.  We would discuss along the whole lesson about how we should always treat others with respect, avoid hurtful comments or body language, and how we all are different but also alike.  We would also discuss that differences are to be celebrated because that is what makes us unique!  The world would be a boring place if we all were the same.  I would then embed the Padlet onto my school website and Twitter account.


To model and promote cultural understanding in my classroom, I would have the students collaboratively research various topics within different cultures such as music, dances, fables, holidays, clothing, and food.  The students would then use a digital storytelling tool such as iMovie to show and describe their culture and present it to the class.  While presenting the digital story, we would discuss how we all are unique in our own ways, and each culture has special traditions and activities they partake in.  We would also talk about how we should be mindful of other's feelings and refrain from judgements and hurtful comments.  We could also publish their digital story on my classroom website for parents and the community to see.






I would use virtual field trips and Skype to teach my students about global awareness.  I would give students links to virtual field trips to learn about different countries.  I would allow my students to choose which country they would like to explore.  We would collaborate and discuss what we learned about each country and culture.  I would remind the students to be openminded and respectful of other's feelings and cultures.  For a culminating activity, I would set up Skype sessions for the students to interview a person from a different country.  The students would write their interview questions beforehand, and have them ready for the session.  I could also record the Skype session and share it with parents, principals, and other stakeholders.



Resources:

Picture of student from:  http://ttlearning.com/blog/an-open-letter-on-stress-and-academics/

Padlet picture from: 

http://zucker.ccsdschools.com/directory/social_studies/mr__grant/padlet/

iMovie picture from:
http://computers.tutsplus.com/tutorials/how-to-create-a-movie-from-start-to-finish-with-imovie--mac-59638

Skype picture from: http://www.wired.com/2011/05/skype/

https://padlet.com/

http://www.skype.com/en/

Tuesday, February 9, 2016

Reflections of Assistive Technologies

Tools and Types of Technologies

Computer-The students in the video used both desktop and laptop computers.  Sometimes these computers were equipped with specialized software to further help the students complete tasks with the computer.  Without the computer or laptop, students can not do homework or schoolwork because of their fine motor skills.
Wheelchair-Specifically motorized wheelchairs equipped with joysticks to help the child control the wheelchair were used.  The wheelchairs allow students to navigate and travel more effectively or to move around at all.
Cell Phone-Mobile cell phones were used in the video by the student.  The phone is available to call for help when needed.  This allows the students the freedom to function without feeling like they need assistance with everyday tasks.
Voice Activated Software-Software was loaded on the computer to type for the students.  They can simply speak into the microphone on the computer, and the computer types and makes changes in the document for the student.  This technology helps students that have poor coordination, fine motor skills, or limb disabilities.
Desk That Could Raise and Lower-The desk mentioned in the video raises up and lowers to make the student more comfortable and make necessary tools more accessible. 
Super Talker and Communication Board-There were different versions of communication boards used in the videos.  Students could press a button to communicate with others.  These devices can be personalized for each individual child to say what is important to them.  Some versions allowed the children to use facial movements, head movements, and hand movements to choose the correct word on the board.  These tools give students a voice when they needed to communicate.
Musical Instrument Modified with Joystick-This horn that was manipulated with a joystick gives the musician the ability to play the notes when he would not have otherwise been able to press the correct keys to make the notes.
AbleNet Bookworm-The AbleNet Bookworm turns any book into a read-aloud version of the book.  The programmer places stickers on the pages to correlate to the correct button on the device.  They then record their speech into the device so that the student can hear what is on the pages.  This gives the student a wider variety of books to match interests and introduces them to a much wider vocabulary.

Having access to tools of this nature allows the student to live his or her life easier and more effectively.  They encourage independence and teach the student to be more self-sufficient.  The quicker a child is introduced to a particular technology, the more apt a student will be in using the technology.  If a student can master the technology, then the teacher can teach the content using the technology.  Some students would not be able to live in the world without these tools, but sometimes these tools can be phased out when the student masters the skill the assistive technology tool is helping them to learn.  How awesome to be able to help a child function better in the world!

Disabilities 

Susanna-Cerebral Palsy-Susanna states, "Without [these technologies] I could not exist as I am today".  Her wheelchair gives her the ability to move around and travel to other locations.  It even allows her to referee soccer games!  Her computer with the voice recognition software gives her the ability to write papers and complete her assignments.  She also has a desk that moves up and down giving her better access to her books, computer, and other tools she may need.  All these things have allowed her to further her education in college!  Something she would quite possibly not get to do without the technology.

Lukas-Amyoplasia Arthrogryposis Multiplex Congenita-A wheelchair also gives him the opportunity to move around and even participate in the marching band!  He also has a horn that is equipped with a joystick to help him play certain notes that he would not be able to play because of the lack of use of his hands and fingers.  

Josh-Autism-The AbleNet Bookworm has been very influential in Josh's education.  This device has allowed Josh to choose books of his interests and have them programmed for the device to read to him.  It wasn't long until Josh was recognizing the words and matching them with the correct word said aloud.  Not only has this device helped Josh with literacy skills, it also has helped him learn to communicate with people, make eye contact, and be in the same physical space with others.  That is a tremendous feat for Autistic children.  This device has helped Josh be able to function in the world more effectively.


Resourcs:

Horizon Report p. 12-13

Teacher/Education Blogs to Follow


Science Fix

Nikki D Roberson's Blog

Regurgitated Alpha Bits

Ed Tech Round Up

Technology Tidbits:  Thoughts of a Cyber Hero


What is "Gamingspace"?

"Gamingspace" refers to an idea where students have control over their own learning.  A place where failure and risk taking are applauded.  A space where parents, students, and teachers can learn about what kind of things 21st century learners face.  "Gamingspace" refers to a place where gaming systems such as Wii, Xbox, and PlayStation are welcome.  Games with problem solving capabilities, foreign languages, and engineering skills help students fill the gaps that the traditional classroom leaves behind.   


What should be your point of emphasis when designing discussion forums?

When designing discussion forums, teachers should make sure the discussion is meeting a course standard and thinking is aligned with a higher Bloom's level.  Subjects should be broad enough that students can think deeply and bounce ideas off of each other collaboratively. 


Resources:

Online Learning Trends

Gamification is taking the learning process and making it more game-like.  It isn't teaching children how to game, or how to design them, but rather teaching in a way that allows the student to experience game-like situations while meeting their course standards.  Learners can earn rewards, collect points, level up, and compete with each other.  This could be a huge motivator for students!  Please consider the following links and infographic to learn more about gamification in the classroom.

https://badgeville.com/wiki/education

http://www.edutopia.org/blog/gamification-in-education-vicki-davis

http://blog.tophat.com/4-ways-to-gamify-learning-in-your-classroom/



Gamification
Created by Knewton and Column Five Media

Resources:
https://www.knewton.com/infographics/gamification-education/

https://badgeville.com/wiki/education

http://www.edutopia.org/blog/gamification-in-education-vicki-davis

http://blog.tophat.com/4-ways-to-gamify-learning-in-your-classroom/

Saturday, February 6, 2016

Augmented Reality

Augmented Reality refers to overlaying digital content onto the real world.  Augmented Reality (AR) can bring pictures to life, tell you where the good restaurants are located, or show a child what the end result of a Lego set will look like when it is built.  

In the article, "Exploring the Effect of Materials Designed with Augmented Reality on Language Learners' Vocabulary Learning," one hundred thirty Turkish undergraduate students tested the motivational level as well as the academic achievement with lessons designed with AR.  The author states that even though AR dates back to the 1950s, studying AR used in the classroom is relatively new.  These undergraduate students were freshmen taking an English course, but considered beginners at the English language.  The students were presented with elementary level vocabulary lessons enhanced with AR technology for three weeks.  "In order to help learners better memorize the words, the material was designed with augmented reality technology with an animation and the pronunciation of the word embedded into the program" (Solak & Cakir, 2015, p.58).  The study suggested that AR-enhanced lessons had a positive affect on student achievement and motivational levels (Solak & Cakir, 2015).

Augmented Reality has the potential to change the way we look at the world.  From directions for travel to marketing to education, this technology can appeal to everyone in every market!

Solak, E., & Cakir, R. (2015). Exploring the Effect of      

      Materials Designed with Augmented Reality on Language       Learners' Vocabulary Learning. Journal Of Educators      
      Online, 12(2), 50-72.

Article accessed 2/5/16 from: http://aumnicat.aum.edu:3309/?id=EJ1068381

Tuesday, February 2, 2016

RealSense Technology

Link to Video:  https://youtu.be/DuUVIat40YU
Intel's RealSense camera technology combines three different lenses to create a one-of-a-kind experience!  Intel combined a 2-D camera, an infrared camera, and an infrared laser projector to see things on screen with depth perception.  Cameras come in a short range camera version as well as a long range camera.  RealSense can change the way we capture images.  We now can scan accurate 3-dimensional pictures and send them to others.  Viewers may then turn, move, and manipulate the image on their screen using hand gestures.  RealSense may also bring gesture control into everyday households!  Children can use this technology to play games, and adults can design objects and manipulate them onscreen.  Avatars can mimic your facial expressions and become on-screen puppets in videos with an app called Faceshift!  This is revolutionizing the movie industry!  RealSense can also make collaborating feel like you are in the room with your peers!  A designer can scan in an object for someone millions of miles away to see how it looks in a building being constructed!  This technology can change the effectiveness of the way we communicate and work with each other!




Resources:


Games Can Make the World Better

When I first pushed the play button for Jane McGonigal's TED talk, I could not believe she was going to try to tell us that we could solve real-world problems by playing games.  How asinine!  But, the more she talked, the more I understood the connections that she was making.  Her 10,000 hours comparison is pure genius.  If we spend that much time learning and shaping our minds, we will be experts in that field of study.  Pair that knowledge with the rewards (blissful productivity, social fabric, urgent optimism, and epic meaning) we receive from gaming and really anything is possible!  
  • Can play and learning be combined?
Absolutely!  Not only can we learn from play, we absolutely do learn from play.  Ask any parent, pre-K teacher, or daycare worker how we expect small children to learn?  We immerse them in a play-rich environment and let them explore.  Why wouldn't we do the same for adults?  Adults love the leveling up, reaching goals, overcoming challenges, and the social networking of games.  Let's use that to our advantage instead of fighting it.

  • What role does acknowledging progress play in successful gaming and is their transfer to education?
As we game, we love to track our progress.  We are constantly checking how much more we lack to reach the next goal.  Game designers know this, and they understand the psychology of the human brain enough to know when they can make the game more difficult, and when to pull back when we reach frustration.  Reaching goals and collecting rewards are innately satisfying.  Leveling up makes us feel good.  It makes us feel accomplished.  We can use this knowledge in our classroom to motivate students.  To push them when they need pushing and to know when to pull back when they reach frustration levels.  Students would love the competition of reaching goals, and the satisfaction of leveling up.

  • What do you think about MacGonigal's thought about parallel tracks of education (school/games)?
10,000 hours of learning anything would make us "virtuosos," as McGonigal refers to it.  That is a lot of time invested in learning.  That also happens to be the magic number of hours that students attend school from the fifth to the twelfth grade.  If we can harness the power of gaming to fit our needs in education, we can change the world.  Is gaming changing education, or is education changing gaming?

  • Reflect on Jane's 4 things that games do to make us "virtuosos": Urgent Optimism, Social Fabric, Blissful Productivity, Epic Meaning.
To be a "virtuoso," we must be experts of that particular field of study.  Investing the time and energy it takes to master a trade or skill or the knowledge of how something works allows us to truly understand and be able to possess the knowledge to problem-solve and predict and solve future problems.  
Gaming gives us urgent optimism.  They make us happy.  They allow us to decompress and chill.  This is essential to life.  Breathing, calming, meditating.  They are all vital for the brain, psyche, and body.

Gaming also allows us to socially interact with people, and not just any people, but people in which we have similar likes and interests.  This allows for collaboration, trust building, and team work.  These are all great skills being learned just through play!

Play allows us to work towards goals.  Through games, we are productive and blissfully so.  We enjoy working towards the goals, leveling up, winning at life.  

If we can utilize the gaming industry to focus on real-world epic meanings, we can teach and inspire people to come up with real-world solutions to problems.  Just by playing a game...