6 Fresh Ideas For Fall Using CoSpaces Edu!

In collaboration with CoSpaces Edu, All opinions are my own

Now that the school year is in full swing and we head into the fall of 2024, many educators are coming up for air and looking for new ideas. For me, it’s always the perfect time to consider how our year has started and look for ways to introduce fun, innovative ideas to our classrooms to boost engagement even more! What I love about technology, is that there is always a way to bring it into our classrooms for our students, and that is what I have found with CoSpaces Edu!

Whether you’re teaching elementary, middle, or high school, focused on STEM, language arts, or any other subject, we know there is an increasing need to equip our students with skills to be successful in the future. In my opinion, I think what better way to do that than with CoSpaces Edu!

CoSpaces Edu is a versatile, very user-friendly platform that brings learning to life for our students. Through augmented reality (AR) and virtual reality (VR), with a variety of wonderful features that enable students to engage in 3D creation, coding, and collaboration, CoSpaces Edu can be integrated across all grade levels and subject areas. I have come up with six ideas for getting started with CoSpaces Edu in your classroom this fall. At all grade levels, you can foster creativity, critical thinking, communication, collaboration, and digital literacy—skills, all of which are essential for today’s learners.

1. Virtual Tour of Student Interests

One of the easiest and most engaging ways to get started with CoSpaces Edu, which I use every year, is having my students explore its gallery of available projects. Whether they’re in elementary school or high school, students absolutely love the time they have to explore existing projects such as games and virtual museums. By giving them time to explore, not only can it boost their own creativity, but it also helps us learn more about their interests, which is essential.

How to start? Direct them to the gallery and ask them to choose a project or space they find interesting. After exploring, ask them to consider why it captured their attention. Was it the design? The characters? The actual activity itself? Encourage them to think critically about what they might create or how they might change or enhance what they explored. For example, if they enjoyed exploring a historical simulation, maybe they can build their own historical event space or propose redesigning a famous historical space. Moving through in this way not only fosters critical thinking but encourages student discussion, idea sharing, and brainstorming ideas. And the best part is that CoSpaces Edu allows them to explore both virtual and augmented reality so they can fully immerse themselves in and connect with the content they’re learning.

I have used this activity as an icebreaker for new school years or any time throughout the year. It benefits by giving students the opportunity to explore, discover, and connect with their classmates over shared interests that they may not have realized they had in common. Talk about fostering a real learning community!

2. Create an “About Me” Space

Every new school year, educators spend time finding ways to get to know their students better and for students to get to know each other. A new idea is to have students create an interactive “About Me” space. Not sure where to begin? CoSpaces Edu has a ready-to-use template that students can then customize and add fun characters, animations, and even their voice recordings to create a virtual introduction to themselves.

This activity is more than just fun—it builds digital literacy as students learn to manipulate 3D objects and text and even dive into coding. It’s a great way to build a learning community in the classroom as students explore each other’s spaces, and you will see the excitement as they learn from each other. You can easily adapt this project to any grade level. It is also a great way to introduce younger students to AR and VR in a structured way while also allowing older students to dive more into basic block-based CoBlocks or advanced coding with JavaScript.

My students have had a blast designing their virtual world to represent themselves. The About Me is a great way to spark creativity and help students develop essential communication skills as they express interests, hobbies, and goals with their classmates and teachers.

3. Interactive Storytelling in Virtual Worlds

Storytelling is an impactful way to promote learning whether you teach elementary or high school students. Now, students can bring their stories to life in immersive 3D environments with CoSpaces Edu!

In my STEAM course, I work with the other content area teachers to have students leverage what we are learning and connect it to their other classes. Students have created animated and interactive recaps of stories they’ve read, and some have written their own narratives. The magic is when they bring these stories to life using 3D characters in a variety of settings. For example, students could adapt a classic story or novel they have read and add a twist, such as an alternative ending. Many students enjoy using their imagination to create stories. Once they set the scene, they can use CoSpaces Edu’s coding tools—such as CoBlocks—to add interactivity, allowing their characters to move, speak, and more. We can share their work with classmates, which adds more meaning to and engagement with the learning experience.

These types of projects foster creativity and problem-solving and build communication skills. Students not only have to write their narrative but also decide how to visually and interactively represent it. They engage in a process that encourages collaboration, especially when students work in teams to script, design, and code their virtual worlds. This was a game-changer in my Spanish II class!

4. Revolutionize Language Learning with AR/VR

Interactive storytelling can also be an excellent tool for language learners. In my experience, students in Spanish II created virtual worlds in which their characters engaged in dialogues, which helped them build their language skills in a dynamic and engaging way. It also led to greater retention of the content.

One project involved students creating a virtual Spanish-speaking city where they placed shops, restaurants, and other landmarks. Each student had a role in the virtual environment and had to speak in Spanish to describe their location or interact with others. This project increased student engagement, content retention, and enthusiasm for learning the language. It was also a unique way to reinforce grammar and vocabulary.

Incorporating AR/VR into language learning allows students to “live” the language, making it a more authentic and enjoyable experience. This kind of immersive learning fosters deeper connections with the material. It helps students retain what they’ve learned, which is essential in all areas, particularly in building confidence in language skills.

5. Collaborative STEM Projects

With CoSpaces Edu, students can design and code virtual prototypes, models, and even entire experiments. One of my favorite uses for the platform is collaborative STEM projects. Students can work in teams to design and build virtual spaces or objects, such as a virtual physics experiment exploring Newton’s laws or an architectural model of a bridge or building.

CoSpaces Edu’s collaborative features allow multiple students to work on the same project in real-time from different devices, making it perfect for group projects, whether students are in the classroom or learning remotely. Think about global collaboration possibilities, too! We want students to build teamwork, communication, and problem-solving skills and manage their time. Because they can collaborate in CoSpaces Edu, it makes opportunities available for STEM learning that is more engaging and hands-on.

6. Virtual Museums and Global Collaboration

Building global awareness is so important. Our students must learn about other cultures and have experiences connecting them with authentic and real-world learning opportunities. What if students from around the world collaborate to create a virtual museum that represents items from their different locations? With CoSpaces Edu, this is not only possible but easy to implement. Teachers can connect classrooms from different countries, enabling students to collaborate on a global scale to build and curate virtual museums on various topics, from world history to art or any topic they choose.

Students can design a virtual museum showcasing the art of different cultures. Using CoSpaces Edu’s 3D creation tools, they can build exhibit halls and import 3D models of art pieces or artifacts. Each student can contribute a different exhibit and then link them together into a larger museum space. A project like this not only fosters creativity and digital literacy but also deepens cultural understanding and instills empathy as students explore and share knowledge from diverse perspectives.

Where to begin

I have used CoSpaces Edu for many years. It is definitely way more than just a tech tool for students. It is a transformative platform that fosters the development of critical future skills like creativity, collaboration, critical thinking, and digital literacy. Whether you’re teaching elementary students to create 3D models or high school students to code virtual worlds, CoSpaces Edu offers endless possibilities for engaging, interactive, and collaborative learning experiences.

CoSpaces Edu shifts students from consumers to creators! My students are always wowed by what they explore when we get started. These are only six ideas to explore, and there are many more possibilities and lesson plans available for educators to explore right away.

CoSpaces Edu is easy to use, works on any device, and offers a secure, COPPA- and FERPA-compliant environment, which is critical. Dive into CoSpaces Edu this fall and watch your students’ creativity and future-ready skills soar.

About the Author

Dr. Rachelle Dené Poth is a Spanish and STEAM: What’s Next in Emerging Technology Teacher at Riverview High School in Oakmont, PA. Rachelle is also an attorney with a Juris Doctor degree from Duquesne University School of Law and a Master’s in Instructional Technology. Rachelle received her Doctorate in Instructional Technology, and her research focus was on AI and Professional Development. In addition to teaching, she is a full-time consultant and works with companies and organizations to provide PD, speaking, and consulting services. Contact Rachelle for your event!

Rachelle is an ISTE-certified educator and community leader who served as president of the ISTE Teacher Education Network. By EdTech Digest, she was named the EdTech Trendsetter of 2024, one of 30 K-12 IT Influencers to follow in 2021, and one of 150 Women Global EdTech Thought Leaders in 2022.

She is the author of nine books including ‘In Other Words: Quotes That Push Our Thinking,” “Unconventional Ways to Thrive in EDU,” “The Future is Now: Looking Back to Move Ahead,” “Chart A New Course: A Guide to Teaching Essential Skills for Tomorrow’s World, “True Story: Lessons That One Kid Taught Us,” “Things I Wish […] Knew” and her newest “How To Teach AI” is available from ISTE or on Amazon.

Contact Rachelle to schedule sessions about Artificial Intelligence, Coding, AR/VR, and more for your school or event! Submit the Contact Form.

Follow Rachelle on Twitter(X) and Instagram at @Rdene915

**Interested in writing a guest blog for my site? Would love to share your ideas! Submit your post here. Looking for a new book to read? Find these available at bit.ly/Pothbooks

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Bringing STEM to All Classrooms

Updated from a prior post

With the school year ending, it does not mean that learning has to stop. Throughout the summer, students and educators have time to relax and recharge, but it can also be a good opportunity to take advantage of some learning experiences. I think it is a fantastic time to dive into STEM learning, especially with having more time to get outside and explore! There are a lot of opportunities that promote engaging, hands-on activities for students and educators. Find some maker projects, ways to connect in the community and engage in place-based learning, or even participate in STEM camps or events that local organizations or schools may offer.  

With a reported 3.5 million jobs requiring STEM skills by 2025, it is important to find opportunities that will help students learn about the possibilities in these fields and develop the essential skills that are in demand.

Here are three ideas to consider for the summer that might also be a great way to start the next school year!

1. DIY STEM Projects

Getting involved in STEM learning in the summer does not require many materials at all. When students and educators engage in “do-it-yourself “(DIY) STEM projects, it helps to fuel creativity and excitement in learning. The possibilities for DIY STEM projects are limitless. There are books and resources available online to explore. Dr. Jacie Maslyk shares many ideas in her blogs and books for STEM-focused learning. The benefits are that it allows students to consider different materials and problem-solve or create a design. DIY activities are great for encouraging students to find a solution to a local or global challenge and see the impact they can make when they develop their STEM skills! Projects like this will not only foster a sense of accomplishment but will encourage critical thinking, problem-solving, and innovation. Students can shift from simply being consumers to becoming creators and innovators!

2. Place-Based Learning

With additional time in the summer or even throughout the year, connecting students with opportunities for real-world learning in their community is essential. By volunteering or participating in place-based learning, students can connect with community members working in STEM careers, for example. These collaborations enable students to apply their knowledge in practical, real-world settings. Whether it’s working in a community organization that is focused on nature preservation, assisting with projects in the community, or taking advantage of internships and mentorship programs, students can get a glimpse into the professional world and build self-awareness of their interests in learning and future careers. We want our students to develop their global awareness, learn about the challenges being faced in the world, and then come up with solutions. Connecting with the community and engaging in place-based learning provides more authentic and real-world learning for students, which will promote student engagement and be more meaningful.

3. Virtual Programs and Online Courses

There are many tools available online for students to explore at their own pace and to find a topic of interest. Diving into programs to learn about coding and robotics, for example, offers many great benefits for students. Students can learn about programming languages, create their own software, or build robots or chatbots. With the resources available, students will develop computational thinking and problem-solving skills while also having the opportunity to boost their creativity.

Online courses and virtual programs provide flexibility, which enables students to learn at their own pace and explore topics of interest. Many of the programs and tools available offer interactive simulations, video tutorials, sample activities, and more, which help to engage students more in learning. Some sites such as Code.orgMITAIClubScratch, and Tynker provide interactive coding tutorials and projects suitable for beginners. I recommend exploring Minecraft Education and Hacking STEM to give even more choices. For some robots, check out MatataStudio products such as TaleBot Pro or Vinci Bot or check out Marty the Robot from Robotical! Interested in augmented and virtual reality, dive into CoSpaces Edu!

Code with Google is focused on closing equity gaps in computer science opportunities and offers free resources for students. For older students and educators looking for courses and more activities, websites like Khan Academy and Udemy have courses covering various STEM topics, allowing students to learn at their own pace and explore their interests.

Summer learning opportunities for STEM can offer students a transformative learning experience that will spark their curiosity for learning and cultivate STEM-focused careers. These opportunities not only enhance academic skills but also equip students with essential 21st-century competencies, such as critical thinking, collaboration, and adaptability.

About the Author:

Rachelle Dené is a Spanish and STEAM: What’s Next in Emerging Technology Teacher at Riverview High School in Oakmont, PA. Rachelle is also an attorney with a Juris Doctor degree from Duquesne University School of Law and a Master’s in Instructional Technology. Rachelle is currently finishing her doctorate with a focus on AI and Professional Development. In addition to teaching, she is a full-time consultant and works with companies and organizations to provide PD, speaking, and consulting services. Contact Rachelle for your event!

Rachelle is an ISTE-certified educator and community leader and served as president of the ISTE Teacher Education Network. She was named one of 30 12 IT Influencers to follow in 2021 and one of 150 Women Global EdTech Thought Leaders in 2022.

She is the author of eight books including ‘In Other Words: Quotes That Push Our Thinking,” “Unconventional Ways to Thrive in EDU,” “The Future is Now: Looking Back to Move Ahead,” “Chart A New Course: A Guide to Teaching Essential Skills for Tomorrow’s World, “True Story: Lessons That One Kid Taught Us,” and her newest book “Things I Wish […] Knew” is now available at bit.ly/thingsiwishedu.

Contact Rachelle to schedule sessions about Artificial Intelligence, Coding, AR/VR, and more for your school or your event! Submit the Contact Form.

Follow Rachelle on Twitter(X) and Instagram at @Rdene915

**Interested in writing a guest blog for my site? Would love to share your ideas! Submit your post here. Looking for a new book to read? Find these available at bit.ly/Pothbooks

************ Also check out my THRIVEinEDU Podcast Here!

Join my show on THRIVEinEDU on Facebook. Join the group here

CoSpaces Edu for Out of This World Learning!

In collaboration with CoSpaces EDU

The start of a new school year or calendar year is always a great time to explore some new ideas, especially with all of the amazing tools and technologies available to us. There are many exciting options available to educators and students to choose from, and sometimes, making the choice is a challenge. Personally, one of my favorites is bringing augmented and virtual reality into my classroom through CoSpaces Edu.

Initially, I used CoSpaces in my STEAM emerging technology course for several years, having students work on a variety of projects in my class and for some cross-curricular collaboration. One day, I was challenged by a few of my students in a Spanish II course who had seen the projects being created, and they wondered why they were not able to do something similar. I was speechless, and I didn’t have an answer for them. Honestly, I had not thought about bringing AR/VR into my Spanish classes. Fortunately, I knew about all of the benefits and great features of CoSpaces that foster collaboration, creativity, and many other essential skills. I also loved that students have the ability to create independently or to work together on the same project from wherever they are. So I thought to myself, why not?

If you are not familiar with CoSpaces Edu, it is a truly versatile, user-friendly platform that enables students and teachers to create virtual spaces full of animals, people, objects, and more. It is a great way to focus on developing many skills in schools, from SEL to STEAM and more. It is also a great option for helping students develop an interest in STEM, especially coding, a highly in-demand skill.

From coding and language learning to STEAM and collaboration, CoSpaces Edu offers so many ways for students (and teachers, we need to learn, too!) to create their own AR and VR experiences. An alternative to traditional tools that might be used for digital storytelling, explaining and exploring complex topics, or for creating virtual field trips through a moment in history, for example.

So, with all of the options available, why choose CoSpaces Edu? It has been a game-changer in my classroom. It provides an intuitive, user-friendly platform that educators, students, and families supporting students can easily navigate. It offers a different way to share and show learning as students can create, explore, and interact with 3D virtual worlds, which not only engages students but also provides more for different student interests. It also provides lesson plans and activity ideas for teachers to explore!

Most importantly, CoSpaces Edu encourages creativity, collaboration, and problem-solving — skills that are essential for today’s learners. It also gives students the chance to learn about coding, which is not something just for those studying computer science or teaching a STEM-related course. The best part of CoSpaces Edu is that it introduces students to the basics of coding in a truly engaging and meaningful way. As students explore independently while designing their virtual worlds, they learn how to create by selecting and manipulating different characters and objects and can start coding either with block-based coding or a scripting language like JavaScript.

Over the years, I have seen hesitancy when it comes to coding, and with CoSpaces, students build confidence as they create and enjoy working together with classmates in their virtual space. The variety of options available and with coding helps students understand what can be abstract concepts, develop logical thinking, and hopefully and ideally, lead to the development of an interest in computer science!

5 ideas to try in 2024!

  1. Take a tour!  First, When I get started in my own classroom with my students, I always give them time to explore all of the different projects that are available in the gallery. What types of projects do they see, which ones do they like, and what might they like to create? I think it’s a good way to get them thinking about the different possibilities and also give them time to explore on their own and see what clicks with them. So when I say take a tour, I tell them to just choose a topic, whether it’s STEM or if they see some games to play, and then I ask them to share with their classmates what they found, why they liked it, and any other ideas that they come up with for what they could do that is similar or how they would make it different or improve it. But it’s a fun way to get students talking and brainstorming to help them prepare to make their own projects. 

2) About Me: I love using the templates or giving students the option to create their own to design an About Me space. CoSpaces offers a great template to get students started and comfortable with learning how to navigate, change text, add, and animate characters by using this as a starter. 

It leads to more excitement and creativity and is also a fantastic way to learn about our students and for them to learn about each other.  

3) Interactive Storytelling: My students loved exploring the different projects in the gallery, and one way for students to use CoSpaces is to have them create an interactive experience. They can retell a story with a different ending or summarize something they have learned in class. To demonstrate, they can then include a variety of characters and other props to bring it to life. By diving into coding, they can really make it an interactive experience with animated characters and animals! Students can even create scenarios where they script and act out dialogues, recording their voices directly in the space. Also, give students the option to create on the Merge Cube, which makes interactive storytelling a real hands-on, fun learning experience!

4) Language Learning: A complete game changer for that Spanish class that pushed me to realize that I needed to bring in some new opportunities for them. Through a more immersive and collaborative learning experience with classmates, what a difference it made for language learning, student engagement, and increasing motivation! CoSpaces Edu offered all of that, and it was so much fun for them and for me! I was nervous at first, but it was a risk worth taking and one that paid off for them and their retention of the language.  It also led to building relationships with classmates as students worked together to create their projects. Students had a different and more authentic way to practice vocabulary, build grammar skills, and engage in conversation in the virtual environment. And, they retained the content, which typically is a bit challenging because of the grammar, far beyond prior years!

5) Collaborate: Think about the grade level you teach and the content area. There are many ways to incorporate projects for students to create virtual models, or design prototypes, or bring a story to life! When CoSpaces Edu added the ability for students to work in groups, what a difference that made! Fostering collaboration is so important as we prepare students for the future. The ability to work effectively in teams is one of the most in-demand skills on the Job Skills Outlook from the World Economic Forum

With the collaborative features of CoSpaces Edu, multiple students can work on the same project from different devices and from wherever they are!  Not only can they learn about augmented and virtual reality and build essential skills, but it also boosts digital citizenship skills in the process.  For collaborating, we can teach them how to manage a group project, assign roles, and problem-solve. 

One of my other favorites is for a class project where all students are involved in a complex project where each student is responsible for a part of the virtual world. Think of a topic or a theme. Each student can create their space and then design one comprehensive experience that everyone can learn from and reinforce their content area skills through.

As educators, our primary goal is to prepare students for the future. CoSpaces Edu is not just another tech tool; it’s a platform that fosters the essential skills needed in the 21st century. It encourages creativity, critical thinking, collaboration, and digital literacy. By integrating CoSpaces Edu into your curriculum, you’re enhancing your students’ learning experiences and equipping them with the skills to thrive in an increasingly digital world. And, for extra fun, check out the goodies available, such as classroom posters, badges, and more! Use my code: COSRACHELLED or COSPromoRDP24.

About the Author:

Rachelle Dené is a Spanish and STEAM: What’s Next in Emerging Technology Teacher at Riverview High School in Oakmont, PA. Rachelle is also an attorney with a Juris Doctor degree from Duquesne University School of Law and a Master’s in Instructional Technology. Rachelle is an ISTE-certified educator and community leader and served as president of the ISTE Teacher Education Network. She was named one of 30 12 IT Influencers to follow in 2021 and one of 150 Women Global EdTech Thought Leaders in 2022.

She is the author of eight books including ‘In Other Words: Quotes That Push Our Thinking,” “Unconventional Ways to Thrive in EDU,” “The Future is Now: Looking Back to Move Ahead,” “Chart A New Course: A Guide to Teaching Essential Skills for Tomorrow’s World, “True Story: Lessons That One Kid Taught Us,” and her newest book “Things I Wish […] Knew” is now available at bit.ly/thingsiwishedu.

Contact Rachelle to schedule sessions about Artificial Intelligence, Coding, AR/VR, and more for your school or event! Submit the Contact Form.

Follow Rachelle on Twitter(X) and Instagram at @Rdene915

**Interested in writing a guest blog for my site? Would love to share your ideas! Submit your post here. Looking for a new book to read? Find these available at bit.ly/Pothbooks

************ Also check out my THRIVEinEDU Podcast Here!

Join my show on THRIVEinEDU on Facebook. Join the group here

8 Virtual Reality Tools to Go Around the World

As a Spanish teacher, I am always interested in finding innovative ways to teach in my classroom and to create learning opportunities that do more than to engage students solely with the content material. Over the past few years, I have started to bring different tools for learning into my classroom, some of which pushed me outside of my comfort zone as a teacher. One area that has led to greater student engagement and has been well received by my students is the use of augmented and virtual reality.

For many teachers, the idea of using these types of tools in our classroom bring questions, such as how much time do I need to learn how to use them and what are the benefits? Fortunately, getting started with many of these tools is quite easy as there are resources available to use as tutorials. The tools offer ready-made lessons or examples to start with, and of course, our students learn so fast that we can quickly learn from them. I often say that we just need to know enough to make sure that we are aware of any issues with access, and of course, we have knowledge of the safety or security issues. We must also understand how we plan to use it, focusing on the why behind wanting to do so, but then we should leave it up to our students to take it beyond that point.

As for benefits, using tools for AR and VR helps educators create innovative learning spaces and transform “how” and “where” students are learning. With different AR/VR tools available, we give students the power to explore objects or places, control their learning and connect with the content in ways that textbooks and videos cannot provide. Students can now travel around the world, to another country, underwater or into outer space, using these tools and doing so right from their classroom.

8 Tools to Try

Here are eight different tools to explore that I think can be very beneficial for student learning and promote student engagement. Getting started with these will help educators implement some digital tools into the classroom without taking too much time to get started.

  1. Google Expeditions
    The app is free and can be downloaded from Google Play or the App Store. Google Expeditions offers more than 100 augmented reality and 800 virtual reality tours which students can use to explore careers, visit famous landmarks and locations. They can even use it to find out more about global initiatives. Through the roles of Guide and Explorer, teachers and students can engage with the content in a more immersive way that connects students more closely with the spaces they are viewing, which promotes curiosity. Another option is Tour Creator to create a tour specific to student interests or to have students create their own tour to share. Tours are easy to create and share and provide a more authentic way to connect students with places they are studying.
  2. Google Earth
    Google Earth enables teachers and students to explore places around the world and even zoom in for a closer look in 360 via Street View. For schools that have access to HTC Vive or Oculus Rift, Google Earth VR makes it possible to walk or even fly around the locations and explore more closely.
  3. Nearpod
    Nearpod offers a library full of lessons in VR and the ability to quickly create lessons that have 3D objects and VR field trips included. Tools like Nearpod help to engage students in a more active learning experience while also providing multiple ways for teachers to assess student learning. It is easier now to take students on trips around the world right from within the classroom at any time.
  4. 360 Cities
    360 Cities offers interactive panoramic photos and more than 2,400 videos to select from to use in the classroom.
  5. Unimersiv
    Through Unimersiv, educators can find VR experiences for students ranging from exploring space, human anatomy, or places like Stonehenge, Athens, the International Space Station and more. Unimersiv can be downloaded with lessons available for students. New lessons are added every few months.
  6. Sites in VR
    Sites in VR is an app available for download on Android and iOS devices. Locations can be searched based on type including nature, parks, museums, towers and more. Users can choose to explore through the device or with a headset.
  7. 360-Degree YouTube Videos
    YouTube offers 360-degree videos which can be a good way to hook students at the start of a lesson. There are so many choices available; one of the first ones that I watched was Lions 360. Videos that were filmed in 360 will provide a better experience.
  8. Curated X Kai
    Curated X Kai has featured VR field trips available for experiences such as hurricanes, looking at dinosaurs, the solar system, the human body and many others focused on locations or historical events or places. New field trips are added weekly.

Making the Choice

There are many benefits of using VR in the classroom. In my own experience, it provides students with space where they can take more ownership in learning and creates an opportunity for students to build global knowledge, and explore different ideas and perspectives. We can also use VR as a way to connect our students with classrooms and experts from around the world and build more than content and technology skills. We can also help students develop empathy as they learn about cultures and places different from their own.

There are a lot of options out there to choose from, it is about promoting student choice and helping students to do more than consume content, but to actively engage in learning and even become the creators.

**Interested in writing a guest blog for my site? Would love to share your ideas! Submit your post here.

Looking for a new book to read? Many stories from educators, two student chapters, and a student-designed cover for In Other Words.

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Versatile Tools for Blended Learning

Posted originally on DefinedSTEM: Ideas for some AR/VR for Blended Learning

Years ago when I started to use more technology in the classroom, I thought that by having students watch videos at home, rather than in class, I would be “flipping” the classroom. Fortunately, I learned quickly that I was not, and made some changes to implement blended learning instead. As part of my ongoing reflection, I continue to think about the many changes that I have made and the tools that have helped me to create a more authentic and engaging learning experience for my students. There are so many tools available, and we always want to first consider the “why” behind using them and also think about the purpose and how versatile the tools can be. Learning opportunities for students are everywhere and the best part of having so many choices is that it promotes student agency. Students can find something that meets their interests and needs, and that offer more meaningful ways to engage with the content. Choices will lead to purposeful learning experiences for students.

Sometimes it is fun and beneficial to try unconventional tools or methods, to immerse students more in learning and do things differently than what they have become accustomed to. Making a change to thttps://www.definedstem.com/blog/versatile-tools-for-blended-learning/he traditional style and structure of the classroom can feel uncomfortable at first, but giving students more control in designing their learning is worth it. The flexibility of these tools enables learning to happen anywhere and at any time, based on the student’s or school schedule, which help to foster a blended learning environment. Here are a few ideas to immerse students in learning.

Augmented/Virtual Reality

One of the biggest areas of growth in education has been the use of Augmented and Virtual Reality in the classroom. In  my own classroom we have used a variety of tools and students have enjoyed the time exploring new tools and definitely different ways to learn. The idea of teaching by using tools for AR or VR can  seem challenging, but it really can be quite simple to add it into the course and there are tons of resources available. I recommend exploring the resources shared by Jaime Donally on all things related to Augmented and Virtual Reality in education.

These tools can offer more powerful ways to immerse students in learning, to “travel” and “explore” places and things more closely. Students can create, problem solve, become more curious and experience something unique through the use of these tools, which enable learning to happen beyond the classroom walls and involve students in more collaborative experiences.

Tools to try:

  1. 3DBear: A newer platform that enables students to add objects into their space and then narrate a story in augmented reality. Teachers are able to create a class account and can choose from the lessons available for grades 1-6 and up, in content areas including ELA, Math, Social Studies, Science, and also STEAM-related topics. Each lesson includes links to reading materials, timelines, and also worksheets. Teachers can sign up for a free trial.
  2. CoSpaces:  A tool for creating “spaces” where students can tell a story, create a game to represent their learning in a more authentic and meaningful way. Students can work together on projects and design a more immersive story together. Working together helps students to develop their  digital citizenship skills as well as promote social emotional learning skills. An engaging way to reinforce content by having students design spaces they can then “walk” through in virtual reality.
  3. Metaverse: An augmented reality tool that teachers can use to create assessments with or have students design an interactive “experience” full of choices in characters, GIFS, 360 images, themed objects and more. There are “experiences” available and it is easy to get started by  watching the tutorial videos from Metaverse. Students can create their own experiences and share them with classmates and teachers can create more engaging review activities for students.
  4. Shapes 3D Geometry:  An app that gives students and teachers a more interactive way to explore core concepts of geometry and that can help students discover 2D and 3D shapes in an augmented reality experience. Using a Merge cube, students can examine 3D shapes by holding the solids in their hands, manipulating them and being able to more closely understand the core concepts of geometry.

Learning beyond  the classroom: Virtual Field Trips

It is important for students to experience learning and explore the world, beyond the limits of the classroom time and space. While we can’t easily take students to  faraway places,there are different tools that make these “trips” possible. The right tools bring in a world of learning for our students, enabling them to closely look at a location rather than by simply watching videos or looking at pictures in a book. We can even connect students with  other classrooms and experts around the world by using one of these options in our classes. Many of these tools are easy to get started with and some even have lessons available, which makes the lack of time factor, not an issue.

Tools to Try:

  1. Google Expeditions: By using Google Expeditions, teachers can “guide” students in faraway lands or have them closely view an object in Augmented reality. All that is required is the App, and then students need to be on the same wifi as teachers in order to “explore” in the classroom. Teachers can choose from more than 100 objects in augmented reality and 800 virtual tours to travel around the world. Each tour includes a script with guiding questions and enrichment activities, all easily accessible by downloading them to a device.
  2. Skype: Years ago, connecting with other classrooms took a lot of time to plan, working with different schedules and access to the right technology. Now through tools like Skype, students andteachers can connect with anyone in the world. By joining the Microsoft community, teachers can connect with other classrooms and create connections for students to communicate by using Skype or for more fun and pushing the critical thinking, collaboration and problem-solving skills, try using Mystery Skype.

Tools for anywhere learning

With blended learning, students have the online component as well as the traditional in-class instruction. One type of blended learning involves the use of stations. By using some of these tools, especially if access to devices is an issue, students can participate in station rotations and learn in multiple ways. The best part is that these tools are accessible when convenient for students as well.

  1. Nearpod: A favorite because it is such a versatile tool that offers a lot of options for how to have students interact with the content, and even go on virtual reality tours and explore 3D shapes. Some of the activities you can include are polls, open-ended responses, matching pairs, for a few and also including content such as BBC videos, PhET simulations and more recently, a Desmos graphing calculator. A tool to enhance instruction whether in or out of the classroom, and one which students can use to create their own lessons to share.
  2. Buncee: Students can create multimedia presentations that include a variety of items such as animations, emojis, 360 images, and web content including videos that can be embedded into the presentation. Teachers can create a lesson using Buncee by adding videos, audio, including hyperlinks and sharing one link with students, that leads to multiple other activities.
  3. Quizizz: A game based learning tool that can be used for instruction, both in and out of class, or for students to create their own games as more authentic practice. Quizizz has thousands of games available in the library and recently added a student log-in that enables students to track their progress and gives them access to prior games played so they can always go back and review. Having this available to students makes it more personalized because students can get extra practice whenever they need it.
  4. Kahoot!: Challenges with Kahoot have become quite popular. Teachers can “challenge” students to participate in a game as a way to practice the content or review for an assessment. Students can even challenge each other by sharing games and codes, which makes it good for peer collaboration and building the social emotional learning skills.
  5. Synth: A podcasting  tool that can be used to have students respond to questions, participate in a conversation by responding to a prompt or a “thread.” A thread is a string of responses in a conversation. Creating with Synth is easy and simply by recording a prompt that can also include a video, teachers can promote communication and student discussion beyond the school day. Teachers can then listen to all student responses as a podcast.

Finding new tools to explore is  always fun, especially when we have students create with them and share their work with classmates. We learn more about their interests and needs and they have a more personalized experience.

These tools have made  an impact on my students this year and I have seen a lot of benefits by offering students a variety of tools to choose from. Creating a more interactive classroom experience and expanding the where, when and how students learn, leads to more of a blended learning  approach. It is important to show students that learning can happen anywhere and give them the tools to make that possible.

 

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Connecting the Cool

Guest  Post by Kim Murphree, Educational Technology Trainer, Mansfield, Texas @murphree_kim

With the increase in accessible, affordable and abundant Augmented and Virtual Reality apps and programs, education can now provide these types of learning experiences for students. We see it with the popularity of the Merge Cube and Merge Goggles, and with free programs like Google Expeditions and Tour Creator. Teachers, and more importantly their students, have the opportunity to participate in these types of learning experiences with little monetary investment and not a super high level of technical knowledge.

And that’s what augmented and virtual reality provides in education- an experience. Learning through AR/VR raises a learning activity from a passive task to an immersive experience- connecting the user to the content in a way that has not been reasonably possible in the classroom before. Implementing Augmented or Virtual Reality raises your level of engagement through a multi-sensory experience. The experience itself is as close as you can get to having “special effects” in the classroom- and here is where teachers can take advantage of this magic. Teachers don’t have to work quite so hard for the “wow”. Countless PD sessions and books expound on how to “hook” students in or ways to increase engagement with the content- with AR/VR the cool is already there. Kids are already hooked and engaged. This leaves the content connection. Teachers can now concentrate on what they are the experts in- the content. However, It is important to connect the cool with the content in order to ensure that integrating AR/VR is meaningful and purposeful.

Below are some tips for “connecting the cool”:

  • Extend and Enhance your Curriculum– make sure your AR/VR integration doesn’t turn into a “movie day” situation. It should not be used as a filler but as a value-added addition.
  • Ensure Active Learning– Augmented and Virtual reality in the classroom has an inherent physicality to it, make sure you adapt your room and lesson to guarantee student interaction with the materials and with each other
  • Significance– As the content area expert, and with the built-in wow factor, use your lesson planning time to bring the content purpose to the forefront. The AR/VR experience should solidify the significance of the content you are covering.
  • Reflective Summary– AR/VR activities, while special, still require follow-up and feedback. Build opportunities for reflection in your lesson, just like you would for any good learning activity.

Augmented and Virtual Reality bring learning to a personal level and engages learning styles and modalities in such an easy way. This type of technology has far-reaching and limitless potential for use and has come so far that students and teachers are now able to move from simply being consumers of this type of technology to the creators. There are so many applications and programs that can bring your content to life- engagement and interaction are built into these applications. Students who are using a Merge Cube to look at the Solar System can immediately see its “cool”, therefore teachers can concentrate on the content and curriculum connection. Immersive technologies create genuine and unique learning opportunities that meet the needs of diverse learners of today.

 

 

**Interested in writing a guest blog for my site? Would love to share your ideas! Submit your post here.

 

Looking for a new book to read? Many stories from educators, two student chapters, and a student-designed cover for In Other Words.

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Books available

Ideas for the end of the school year

With the summer break approaching, educators and students alike could use some fresh ideas to keep the energy high and finish the year strong. I have found that the end of the school year is a great time to try some new activities and tools and use it as an opportunity to try things that may have been on a list somewhere, but that you did not have the chance to do. Why not try some different methods and different tools to help students to review in preparation for final exams, create a project, or before moving on to the next level of a course. Also, depending on the course taught, some of these ideas can be carried into the summer, as a way to avoid the “summer slide.”

There are many options for getting students more engaged in learning, some rely on tech tools and others are simple hands-on activities that have the students deciding how to use the materials to learn. Regardless of the content area or level taught, technology can open up new possibilities that might just be the catalyst to spark curiosity in students or to help to engage them more in learning, and then their own motivation can take over.  I decided to try some different strategies, tools, student developed ideas, and more importantly, to step aside more in the classroom and let the students lead.

5 Ideas for Engaging Students

Here are five different ways that I found to bring about positive changes in the classroom, engage students more in learning, and also build relationships within our classroom. Hopefully, you will be able to try a few of these and push through strong until the end of the year!

  1. Games and Music: Earlier this year, I started to use more music and games in the classroom. The students became more involved in creating their own games and also writing some songs, to use as mnemonic devices. Why not have students create their own song using course related vocabulary, and set it to the music of a randomly selected song. It can be a really authentic way for them to create, have fun and remember the content in a more meaningful way. For my class, the most popular song was “Despacito” and students did a great job!
  2. Learning Stations: Try creating stations in your classroom by randomly dividing students into small groups, and have a different activity ready for each station. I like to mix the tech tools with traditional tools, so students can do some hands-on creating where students make flashcards or other visual which can be used as a resource, complete a worksheet or use dry erase boards and come up with a way to practice. For a few tech ideas, try setting up some iPads and giving students a game of Quizizz or Gimkit to play, or an interactive lesson using EDPuzzle or Playposit.  Using stations in class leads to more opportunities for student interaction and for the teacher to work directly with each group and each student. GImkitCreateGimkitLIbrary
  3. New Tech tools: Why not take the last couple of weeks of school as an opportunity to try out some of the newer tech tools or revisit some of the popular tech tools that may have some updates.  I try to learn as much as I can about new tools, but I am eager to have my students try them in class and to give me feedback on what they think. Here are a few of the most recent tools we have tried. Each tool makes it easy to get started either by having a library of ready-made games or by integrating with a tool like Quizlet, where study sets can be used to create a game. QuizalizeGimKit, and Flipquiz. Each of these is a game-based learning tool, and offer a new and exciting way to practice the course material, and also to help students continue to build peer relationships in the classroom. null
  4. Augmented and Virtual Reality: There is a lot of talk today about the benefit of using augmented and virtual reality tools in the classroom. There are so many different tools to choose from,  but I will recommend three tools to check out that can create more immersive learning experiences. Students can create using MetaverseAppCoSpacesEDUand also creating or joining lessons in Nearpod. Students are very creative and offering them a chance to design an augmented or virtual reality experience, in which they include the content material and also create additional learning resources for the classroom is so beneficial. Again, there are samples available in the library for each of these tools and creating with them is something that the students catch on to rather quickly. If you are looking for a different way to do a project, and to engage students more, then trying some AR/VR might be the way to go. Using Nearpod as a way to have students work through an interactive lesson, and then adding in 3D objects or Virtual Field Trips will really help students to better experience what they are studying. The next step would be to have the students create their own Nearpod lesson for class, multi-media, all in one tool. IMG_20170530_145553.jpgnull
  5. Podcast, Video Responses and More! Ever thought about having students create a podcast to discuss a topic, perhaps interview a “special guest”, maybe someone who takes on the role of a famous person being studied, or shares their thoughts about something covered in the class. It could be a good experience for students to practice interviewing someone, or even doing their own podcast, as a way to build some confidence and have fun while doing so. Maybe use Synth or Flipgrid and have students post responses to a question of the week, or have each student post a question for the classmates to respond to. It can be a different way to engage all students in a discussion, promote student voice and implement a new tech tool in the classroom.

In trying one or all of these activities, students have an opportunity to be more active in the classroom, work together, build relationships, collaborate and engage in more authentic learning experiences. If you need some ideas or would like to see some student examples, let me know. The best part of trying new things in the classroom is learning right along with the students, and sometimes, they learn before you. And this is one of the best parts!

METAVERSE: Collections are here!

Metaverse: Collections are here!

This post is sponsored by Metaverse. All opinions are my own.

Metaverse has become a favorite of my students for creating fun, interesting, interactive “experiences” for class. The best part about using a tool like Metaverse is that it enables educators to give students more control and an opportunity to create something that is more meaningful to them. With libraries full of thousands of choices, every student can find something that meets their interests and engages them more in the creative fun and process of learning. While sometimes it can take a little bit longer to figure out how to use different tools for creating in Augmented Reality, or problem solve to find out why something isn’t working during the creation process, with Metaverse, all students can find exactly what they need. Sometimes people wonder if there’s any bit of a learning curve or how much time it takes to get started with something, but in this case, it couldn’t be easier.

I have found that students really enjoy creating with Metaverse, especially because they have so many possibilities for what they can create. They can add in characters and 3D objects, portals, 360 videos, YouTube videos, audio, and much more. There has been an update to the way that the website looks and it is now even easier to find what you need in order to create your very own experience. Of course if you need help, you can send a message directly to the Metaverse team using the chat or check out some of their updated video tutorials on YouTube.

Other benefits

I find that another bonus of using Metaverse is that it is very user-friendly to get started with and it doesn’t take long for students to figure out how to design their experience on their own or for students to step in and help their peers. I’ve noticed when using tools like Metaverse in the classroom that there is this other component to what students are able to “experience” while learning. It really does a lot for helping peers work on their collaborative skills and even social-emotional learning skills. There are many ways to use this for students to create a representation of something they have learned, to tell a story, to create a scavenger hunt even. You can learn more about Metaverse and how it works from my prior post or check out a recent post about using Augmented Reality tools for blended learning here.

Eagerly anticipating the new features

I had a chance to preview the Collections with the Metaverse team about a month ago, and I was very excited when I learned about the changes that would be coming to the Metaverse platform. Not only would there be more items and awesome things to choose from, that students and teachers could create with, but there would also be a new dashboard with a better way for students and teachers to access the experiences that have been created.

Having used Metaverse for a few years, I have saved a lot of student-created experiences to use in my STEAM classes. In order to make these experiences available for all students to see and enjoy each year, I chose to create a Padlet and have students post their QR codes onto the Padlet. By doing this, it was easy to simply display the Padlet on the Smartboard and have students walk up and scan the QR code. Another benefit was that it gave students time to explore a variety of experiences created by their peers and make new connections while learning.

It’s very easy to manage the student work from your classroom once you create a collection from your Metaverse dashboard. With this new feature, you can see all of your students’ experiences, you can set them up by class or if it’s the same class, put all of the experiences together, that way students have even more to explore and learn from. As a teacher, you have the option to edit the student experiences and take a look at what they have created, and beyond that, once you have the collection created, you the projects for the entire class can be shared through just one link. So easy to connect student work in one space. Check out Collections here!

How to get Collections

So how do you get the Collections? For right now it is still a free feature, without the Collections add-on. Creating collections will become a paid add on for the Metaverse studio. To submit one of your experiences to a collection, there is no cost involved. Students from prior classes or who create experiences in other courses can still share their experiences to be used with the other students in my STEAM class.

The cost is going to be approximately $7 per month or you can sign up for a year at a discount rate of $64! And speaking of benefits, use the promo code ARforEDU and take advantage of a free month of Collections!

The result?

A much easier way to gather, explore and share student work. More convenient and better access to be able to explore the different experiences. One thing to keep in mind is to always check over the student experiences and keep providing reminders about digital citizenship and responsibilities as part of learning journey in Augmented Reality. Ready to get started with Metaverse in your classroom? Check out all of the great resources for teachers here.

Shapes 3D: AR Drawing App

Shapes 3D: AR Drawing App

An area of focus at FETC, TCEA, and PETE&C: Bringing Augmented Reality to Every Classroom

Rachelle Dene Poth

February 22, 2019

This is post is sponsored by Shapes 3D. All opinions expressed are my own.

Over the past few weeks, I have been fortunate to attend and present at several educational technology conferences. First was FETC (Future of Education Technology Conference) in Orlando, then TCEA (Texas Computer Education Association) in San Antonio, and the most recent, PETE&C (Pennsylvania Educational Technology Expo and Conference) held in Hershey, PA. A large part of my experience at each of these conferences involved presenting on and attending sessions about Augmented and Virtual Reality. There has been more discussion and a lot of excitement recently surrounding the AR/VR tools and exploring how these tools can be used for education. In my own classroom experiences with students, I have seen tremendous benefits for students by implementing some tools for augmented and virtual reality as part of their learning experience. The tools we have used give students an opportunity to engage in a completely different kind of learning which gives them more control in the classroom, and an immersive and authentic experience.

Learning Potential with Shapes 3D Augmented Reality

The terms “augmented and virtual reality,” might seem to be complex concepts that require a big investment of time or come with a steep learning curve. However, with tools like Shapes 3D, this is not the case at all. Shapes 3D provides the perfect opportunity for students and teachers to explore core concepts of geometry and help students to discover 2D and 3D shapes by engaging with these shapes in an augmented reality experience. Using a Merge cube, students can now examine 3D shapes in Augmented Reality. Imagine learning geometry by holding the solids in your hands, manipulating them and being able to more closely understand the core concepts of geometry. In personal experience, having this app available during my ninth grade year would have made a huge difference in how I was learning and the way that I could build on my knowledge! Preview it here!

Getting Started

Whether you have experimented with AR/VR or not, getting started with Shapes 3D is quite easy to do. If you prefer to have a tutorial, Shapes 3D has videos to help you get started. Often the number one answer given when educators are asked why they are not using technology or even a specific tool in the classroom is due to a lack of time. There are so many components to teaching today that can make it a challenge to find extra time to try new tools or implement new methods. Fortunately, Shapes 3D makes it easy to get started with the availability of bundles to use for instruction, access to lesson plans and tutorial videos that can help any educator get started quickly. You can gather a lot of ideas by searching through Twitter looking at tweets related to Shapes 3D, especially when it comes to edtech conferences, which can provide new ideas and new connections. There are also publications and other helpful resources shared and updated on the Shapes 3D site. You will love Shapes 3D applications, get started by grabbing a bundle at the price of $ 5.99, Shapes 3D Bundle!

If you are like me and prefer to just get started without tutorials, start by exploring the tool and the options available, and then dive right in! Use Shapes 3D as a way to introduce a concept or shapes to students, to act as a “hook” for the lesson. Once students begin engaging with Shapes 3D, give them the opportunity to create and explore on their own and run with it. They will likely exceed your own knowledge of the possibilities that exist with Shapes 3D and that is okay. You will notice that students catch on rather quickly and will become immersed in more authentic and meaningful learning, right in their hands. It is a lot of fun to use the Merge cube and really look closely at the shapes!

Merge and Shapes 3D

Students can easily explore the object by using their device or a classroom iPad for example, if accessibility is an issue consider using stations in your classroom, where students can work in small groups. But if you want to take it to another level and really put the learning in the students’ hands, why not get a few Merge cubes to use with shapes 3D. What is so unique about this possibility is that students will be able to interact with the object and even draw lines and manipulate the shapes in their own ways, which will provide a more personalized learning experience for them.

Learning from others

Shapes 3D is great for teachers to use as a way to engage students, but also to provide opportunities for students to become the teachers in the classroom. Like presenting at conferences, getting to share what you are doing in the classroom, to brainstorm ideas with classmates, and maybe more importantly, have the opportunity to learn from one another builds more confidence in learning. The great thing about tools like Shapes 3D is that educators will not have to spend a lot of time trying to figure it out on their own or come up with ways to use it in the classroom. Leave it to our students. We need to push for more opportunities for our students to do more than consume, but instead, to create, to explore and to become curious for learning. Using technology in classes today should be focused more on creation rather than consumption.

So why use Shapes 3D?

As educators, our purpose is to help our students to develop a wide range of skills that will not only engage them in learning which is authentic and meaningful but also provide skills that will We want to put tools that can engage them and more authentic and meaningful learning in their hands. Students learn more by doing and having opportunities to engage in hands-on activities, where they control the direction their learning takes. We need for students to design their own problems, to ask more questions, and even at times to experience some struggles in learning. Preparing them for the future means giving time for them to problem solve, collaborate, communicate and even create on their own as they are preparing for the future and life in general.

Before adding technology into the classroom, be sure to focus on the “why” behind using a specific tool or method. What is it going to do differently for students, that will enhance learning and go beyond the traditional methods t being used in the classroom? What sets it apart from other options? I think the answer is clear. Tools like Shapes 3D will enable teachers to move students to a more active role in the classroom, become the creators and immerse themselves in a new learning environment. Students can do so much with Shapes 3D to really understand geometry concepts that might otherwise be difficult to understand, in a 1D format. Draw lines, rotate solids, check the properties of the solids and more. Hands-on learning takes math to a new level.

Options and getting started

By having a Shapes 3D bundle, students in grades K through 12 have access to a wide variety of ways to interact with different structures and to really understand math concepts at a deeper level. When we can place tools like this in the hands of our students, we amplify their potential for learning, because of the accessibility to explore on their own and build their skills as they manipulate the objects in the 3D space. It pushes student curiosity even more and leads them to ask questions and to develop their understanding at a deeper and more meaningful level.

As teachers, there are so many things that we are responsible for and need to keep up with, that it can be difficult to stay current and relevant with all of the emerging trends when it comes to technology. Fortunately, there are tools like Shapes 3D that make it easier to get started and that provide innovative ways for students to learn. It just takes a few minutes to get started and then encouraging the students to explore on their own and with peers. Join in the Geometry learning fun with Shapes 3D Geometry Drawing on iOs today! Enjoy the app (for free) on Google Play, there is a beta version of Shapes 3D Geometry Drawing, and it works with Merge cube!

Don’t wait, sign up today! Get started with Shapes 3D applications by grabbing a bundle at the promotional price of $ 5.99, bit.ly/Shapes3Dbundle !

 

Metaverse: Scavenger Hunts, Interactive Stories, Immersive Learning and now Collections

Sponsored Content, All opinions are my own

February 18, 2019

Learning and sharing through the world of AR

When I started creating with Metaverse, an augmented reality tool, a few years ago, I was immediately impressed with the potential for learning and the many possibilities for engaging students more in authentic learning “experiences.” More ways to move students from consumers to being the creators which is what we should strive to do in our classrooms. The first “experience” that I created took a bit longer than most because I chose to not explore any of the tutorials or the helpful resources available and instead opted to dive right in. Why? I thought it was better to experience possible struggles with figuring out how to create with Metaverse, similar to what students might face when they got started. As a teacher, I wanted to prepare myself to help them if and when they needed. What I noticed is that students were more than ready to create!

Over the past two years, students in my 8th grade STEAM classes have enjoyed creating with Metaverse and definitely figured it out much faster than I did. Being able to see their work, their creativity and then to enjoy testing their “experiences” has been very rewarding for several reasons. I have learned so much from them, it led to conversations about the importance of sharing struggles that we experience and to not be afraid to ask others (especially students) to help you. It even led to the addition of student tech assistants in my classes. There is so much to learn from students, and in addition to building technology skills and providing more immersive and engaging learning experiences for them, we empower students to become the leaders in our classroom. Developing their skills of problem solving, collaboration, critical thinking and pushing their curiosity will benefit them as they move through school and head into the future!

How does Metaverse promote student driven learning and choice?

It is important to offer students choices in learning and to step aside and encourage them to pursue knowledge on their own. With Metaverse, students can create fun experiences to share with their peers and have so many choices available to really make it an engaging way to learn. Regardless of content area or grade level, or even one’s role in education (why not create for teacher PD), there are thousands of new items to choose from and new features being added frequently. Students can spend a long time creating their storyboard or they can design an experience quickly, as Metaverse is user friendly, especially with the recent updates and addition of new features!

So many possibilities!

Students can find exactly what they need, create something meaningful and share their work with students in their class and even connect globally with other peers. Testing their experiences in class by scanning a QR code is quick, but what about if you want to keep all of the student projects in one space? Or even collaborate with other classrooms, either as part of project based learning or to connect globally? Students need to create for a purpose and sharing their work with others is very important. Sharing experiences can be overwhelming if you have the number of experiences being created like I do.(Students were so excited that they created extras on the weekends and sent them to me, to keep me from being bored while away from school! This is when you know that the tool is making a difference).

An important of student work is the ability to share it with others, to learn about one’s peers and enjoy learning together. Access to student work can be an issue, which is where Padlet helped initially, as a way to have students post their projects. But even this took time. I wanted to keep track of their work and have it accessible by students and teachers, as we collaborate by using Metaverse to engage all students in learning. Creating experiences with videos, 360 images and even portals, to immerse students in a world of learning right in their hands.

Explore the new Collections, now in beta release!

Wanting to be able to share and display the experiences created by students was very important and now, it is easier than ever for teachers to do. With the new “Collections,” now released in beta, teachers can manage student experiences, edit student work and easily share all of the experiences created in class! Why? Because it is easier to manage student work and save the experiences to use with other classes and even collaborate beyond your school.

To get started, simply create a “Collection” for your class and you can share the join code with students, or quickly add them from the experiences you have in your account.

Metaverse has so much potential as an instructional tool for teachers.

Why use Augmented Reality?

A popular topic at both FETC and TCEA was Augmented and Virtual Reality. Tools like Metaverse have tremendous potential to immerse students in a more authentic and purposeful learning adventure, by giving them more control in how they show learning and a hands-on experience. It is a fun platform to use in the classroom and benefits students by promoting student agency and increasing engagement in learning.

Collections create more opportunities for Interactive Learning Adventures

As educators, we want our students to have a learning “experience,” more than what the traditional methods of classroom instruction might offer. Finding time to create and explore can be a factor in deciding where to begin, but with Metaverse, it is easy to get started, especially when we let students take more control. We need to help students to embrace an opportunity to drive their learning. In doing this, we guide them toward a learning journey that will attach more meaning to the content, in a personalized and exciting way to learn, and above all, a more authentic experience. Teachers have access to collections where they can see, edit and share student work, track progress and help students as they create. Creating a collection is easy. Check it out here!

Many students learn more by doing, and when they have opportunities to engage in hands-on activities, it leads to more personalized experiences and student-driven learning. A world of learning that they create is right in their hands.

Some ideas to create with Metaverse

  1. A tour and a survey: Have students create an experience to introduce visitors to a town, retell a part of history, ask for input and preferences for travel. With all of the choices in items to add into Metaverse, thousands of unique possibilities exist.
  2. Just for fun: Sometimes the best way to get students involved is by only offering a few guidelines. Provide a number of scenes, type of questions to include, different features including GIFS, Google vision, polls and more. Each student can create something unique and meaningful to them, and then using collections, share it with the class. If access to devices is an issue, set up learning stations in the room.
  3. Book review and tales: Why not have students explain key parts of a book, or make up a story, and include images, videos, portals and more as part of the experience. Share it with other students, maybe even add in a poll, and then use the results to brainstorm new ideas and keep the discussion going. I

Technology tools for education provide enhanced ways to learn, to engage students and to empower them in learning. As teachers, we always want to focus on the “why” when making our decisions, and with Metaverse, the “why” is clear: student driven learning and the power of creating. Start your collections today and share student work!

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Stories of learning and leading

Mandy Froehlich

Dr. Rachelle Dené Poth @Rdene915 Educator, Consultant & Keynote Speaker, Author, Attorney #THRIVEinEDU

Katie Martin

Informed by research, refined by practice

#RocknTheBoat

Rocking today's classrooms, one teacher, student, and class at a time.

User Generated Education

Education as it should be - passion-based.

Learning as I go: Reflections & lessons learned

Dr. Rachelle Dené Poth @Rdene915 Educator, Consultant & Keynote Speaker, Author, Attorney #THRIVEinEDU

Serendipity in Education

Join me, Allyson Apsey, as I stumble upon the fortunes of learning, laughing, and celebrating alongside incredible people.