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.

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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.

 

 

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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!

Exploring and Creating with 3D Bear Poth

Sponsored Content, All opinions are my own

Sign up for your free one month trial! https://3dbear.io/freetrial

Exploring the world in AR: 3DBear brings your environment to life

Ever since learning about 3DBear a few months ago, I have continued to be impressed with the platform and the company’s focus on meeting the needs and interests of educators and students. At both FETC and TCEA, I had the opportunity to spend time speaking with the 3DBear team and was able to get a better understanding of their vision for 3DBear and learn more about the newer features and ways to use it in the classroom. Even when I first started creating with 3DBear, I immediately saw a lot of benefits for classroom use regardless of content area or grade level, or even one’s role in education. With a library full of icons to choose from, animations, music, options for changing colors and sizes, moving object positions, and other functions like adding audio and student voice, it is possible to engage students in truly unique ways to learn. It did not take long to see the potential for using 3DBear not only as a tool for students as the creators but also as an instructional tool for teachers as a way to engage students more in learning by “hooking” them in with the use of augmented reality. 3DBear can be a game changer for students, acting as a catalyst to draw students in and let them go on a creative adventure. Get started today with a free teacher trial here!

Why use Augmented Reality?

A popular topic at both FETC and TCEA was Augmented and Virtual Reality. Often questions are asked whether the use of AR and VR has sustainability in education and I believe that there is. Each day I receive numerous email alerts sharing news from around the world about how teachers are using augmented and virtual reality to amplify student learning. Tools like 3DBear have tremendous potential to immerse students in a meaningful learning adventure, giving them more control of how, when and where they learn. Besides being fun to use, it offers students time to build their skills in critical thinking, problem-solving, collaboration and fosters creativity. It lets students make decisions and leads to a more student-driven classroom. This is what we want for our students, choices, agency, and engagement.

(photo credit to Mitch Weisburgh)

Walking among or narrowly escaping the dinosaurs

While presenting several sessions at both of these conferences this month, I noticed a lot of people starting to use 3DBear in unique ways. During sessions, attendees chose to be more active, and rather than simply listening in to how these augmented reality tools can be used, instead began quickly creating with them and even sharing them out socially. Completely unaware of the danger that I was in until seeing the tweet, I was surprised and thankful that I escaped the dinosaur lurking behind me as I presented at FETC! But I was concerned about the attendees when I saw the dinosaur that was lurking in the front of the room near Jaime. The excitement behind using these tools is evident when people begin creating and sharing them during your session, just minutes after you’ve introduced and only minimally demonstrated the tool. The learning curve of 3DBear? Not much at all! It’s very easy to navigate and dive right in to create your own world in your physical environment. Get started today!

(photo credit Mitch Weisburgh)

Why 3DBear

Students can use it to create 3D objects in different spaces and can then record a story to go along with it. The potential and power of storytelling in AR is awesome. What better way to have students represent their learning than to design their own world, decide what 3D objects to place in their environment and then create a narration to go along with it. Students can even upload items from their device or from Thingiverse. Student-driven learning and possible for students in grades K and up. More than just listening to teachers and how it benefits students, ask students for feedback. (See a video from a school in Medford and how students responded to 3DBear). Also seek feedback from educators, whether on social media or in my experience from attendees in the different sessions presented at FETC and TCEA.

Potential for Storytelling and Adventure

As educators, we want our students to have a learning “experience,” more than the traditional methods of learning and classroom instruction can offer. We need to empower students to become more than consumers of content, and instead help them to embrace the opportunity to become the creators and driving their own learning. By doing this, we start them on a learning journey that will serve to attach more meaning to the content, in a personalized and exciting way to learn, and above all, a more authentic experience.

There are many possibilities for using 3DBear and because time can be a deciding factor when it comes to exploring new tools and methods for classroom use, this is where 3DBear offers a lot for educators. Teachers have access to a teacher dashboard where they can see student work, track progress and explore the worlds that students are creating. There are lesson plans for Coding, Design Thinking, ELA, Math, Science, Social Studies, STEM, and STEAM-related themes available for different grade levels which include pacing guidelines. While the lessons are drafted for certain grade levels or range of grades, slight adjustments in the content enables teachers to implement these lessons into their classroom.

One of the best things about 3DBear is that teachers won’t have to spend a lot of time trying to figure out how to get started using it in the classroom. We can learn just enough and then put it in the hands of our students and let them run with it. 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.

When thinking about adding some new technology into the classroom, we really need to focus on the why behind choosing a specific tool or method. Ask ourselves what makes it different and what can it do differently for students that can enhance the learning process and go beyond the traditional methods that are already being used in the classroom. What sets it apart from other options or methods you have been using? I think the answer is clear. Students are the designers.

A Few Ideas to Try

  1. My town: Sharing where we live, describing a location or any lesson where students need to narrate a story, they can create an environment using 3DBear and add characters and more into their project. Once created, students can tell a story about the scene or even narrate in a foreign language. Why not have students create a “welcome to our town” project, adding in 3D objects and telling a story that can be shared with the community? A good way to share student work and give more meaning to the work they are doing.

(Alamo photo credit Jaime Donally)

  1. A book summary: One idea is to have students review a book, summarize something they read in class by bringing it to life with 3DBear. If the number of devices is an issue, use stations and have students work in pairs or small groups, each adding to the story.
  2. Let me teach you: Give students an opportunity to be the teacher. Choose a theme or have students select a topic and then come up with a way to use 3DBear to explain it to classmates. There are many options available for students to choose from, and it will reinforce their problem-solving, critical thinking, and collaboration skills, as well as boost creativity as they decide how to best visualize their lesson for others.
  3. Actors in a scene: Give students the chance to interact with a 3D character and maybe even sing together or dance together (who doesn’t love doing the floss with a 3D character?).
  4. Random objects: To really push their thinking, why not create a scene with a variety of characters, objects and more, and then ask students to write a story about it. A task like this can be applied to so many content areas, and grade levels and will definitely be a more authentic way to practice and learn. For students in Spanish classes, it is fun to add random objects into the classroom and have students write a story to describe it. Or, another possibility is to provide students with a narration in the target language and have them create a scene to represent the story.

So many ways for students to leverage technology for learning. They need our guidance to find a starting point sometimes, but then we need to just let them go with it and explore and create on their own. Besides building technology skills and learning about emerging trends, they will engage in powerful learning that not only reinforces the content area but also promotes the development of social emotional learning skills in the process. Augmented Reality has many benefits, the key is staying focused on your “why” for wanting to use it, and then finding the right task to get started. And remember, let the students take charge and learn from and teach one another, including you. Sign up for your teacher trial at 3DBear!

And share how you are using 3DBear in your classroom! @Rdene915

FETC 2019: Better every year

FETC 2019 Takeaways Part I: Adventures

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Getting ready to go
There are a lot of discussions and questions leading up to any conference. For first time attendees the most common questions are: What sessions should I attend? What type of clothing do I need? What should I expect? What are the “must attend” events? and many more questions like this. Everyone wants to know how to “plan.”

Three years ago was my first FETC trip and I had no idea what to expect and only knew a few people who were attending. I have been to many different conferences, but none quite like FETC. At first I was nervous about not really knowing a lot of people there, and figured that I would just figure it out and see what opportunities popped up. I was fortunate to have connected with Jaime Donally and then met up with Mandy Froehlich and Rodney Turner. We were building our friendship, connecting our friends together, and starting what would become an important part of each of our lives. Our group, called #my53s.

Jaime Donally

Rodney Turner, Mandy Froehlich

First, it is all about the relationships and memories made

FETC draws in people from all over the country and from around the world. A conference that can seem so large, with people moving in every direction, traveling quickly between the North and South but yet at times seems so small, when you find yourself running into the same people in different areas of ​​such a large event space. It has so much to offer, that it is hard to do it justice by trying to summarize it or simply writing about one aspect of it. So I thought I would start with what I consider to be the biggest takeaway every single time: Relationships.

Rodney, Evan Abramson, Tisha Richmond, and Mandy

From that first trip to Orlando for FETC until now, I have seen our friendship grow and the impact it has on each of us. What I have learned is that when it comes to conferences, it really doesn’t matter what you decide to do, how you set up your schedule, whether or not you know anyone, because no matter what decision you make you can’t go wrong. Honestly. There are no “wrong” or “bad” choices because opportunities are everywhere. Sticking to a schedule can be tough, and if you stress about what sessions to attend or how to plan for every minute, you will miss out on what I think is the best learning experience at any conference. Time spent with PLN and your edufriends.

Conferences are a place for building relationships and making connections above anything else. So if you want to learn what FETC is about let me start by telling you about the relationships and why they matter.

The value of connections

I absolutely love them!

These are relationships that started through Social Media. Specifically through Twitter, which I never wanted and never understood.

At conferences like FETC, meeting your “#eduheroes” finally F2F is a possibility. Even though we all feel like we already know each other, after many Twitter chats and social media interactions, especially on Voxer, it is nice to be together and talk (about technology) without the technology.

First steps for FETC

​Having core groups to connect with is something I highly recommend. All it takes is one or two people and you can build your entire group, so at no point do you feel alone during the conference.​ One of Rodney’s messages from years ago was to be on the lookout for people you notice sitting alone. Take a moment to go over and start a conversation, invite people to join you.​ At conferences like this, the “vibe” is that people want to connect, to share, to be a part of a conversation. Even if only for a few moments. It is those moments that matter the most. Be open to those opportunities and better yet, create them.

So, how can you prepare for FETC next year or the next conference?

Maybe the best plan is to not have a plan. Maybe just have an idea. A focus. Time passes by so quickly and there are so many choices that it can be overwhelming, especially for a first time attendee. Not everybody can make the same decision about what would be the best session or event to attend. You have to make your own decision and even though there is comfort in attending with somebody you know, it is equally if not more beneficial to go your own way, interact with other educators and create new relationships. You can then come back to that core group with new ideas and new friends, and you never know, it’s such a small world sometimes that you might find that you all know the same people.

The #4OCFPLN

A little over a year of connecting and growing with this unconventionally formed PLN, I love being part of the #4OCFPLN, a group that started through a book study on Voxer. I already knew a few of the members but we were able to build new relationships, strong connections and become a real learning family. So much anticipation of meeting face-to-face at conferences like FETC, which has been amazing. It’s funny at times because we realize that some people just don’t understand how you can become such close friends with people you’ve never officially “met” in the same physical space. I don’t know either but it just happens. You can build connections and foster supportive relationships and really get to know other educators. We “see” them based on the way they speak, through the passion they have for the work that they do, the personal experiences they share within the group and so much more. Even if you only have a few quick moments to say hello, to give a hug and to take a photo, it adds so much more to those connections. You already know one another it provides an extra element of realizing that yes in fact these people are real!

Elizabeth Merce and Mandy Tatum

Finally meeting F2F!

 

 

 

 

 

 

 

 

 

Finest moments with #my53s

Bad Uber rides, overpriced moderately tolerable food (not from a chain), ridiculously funny games that result in companies like Platypus Help and Obnoxious Waffles, narrowly avoiding dinosaurs and then some scary rides at night. Sharing awkwardly funny moments, inside jokes, random thoughts, peculiar  traits and fun facts, and growing closer each day. We know each other so well and continue to strengthen our bond with every day that passes. And because of this group, I am stronger and braver than I ever thought I could be.

We live in different states, and in different countries, but even with such great distances between us, we manage to stay closely connected. We know we are there for one another, and the only thing that could make it better would be if we got to spend more time in the same space. But there are always opportunities and if the whole group can’t be together, when even a few of us can be, we all share in the excitement and joy of that time together.

Share your thoughts and experiences and photos, we would love to hear from you! Next up, a focus on some of the FETC events and takeaways. Once I return from TCEA, I will share some other takeaways from the wonderful experience of FETC. Of course, depending on the time spent with Jaime, Jennifer, Mandy and Marialice, I may need to share that first!

385 feet hight, four minutes, 50 mph! and only $12!

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Going Global with Virtual Field Trips

Originally published on Getting Smart,

Augmented (AR) and Virtual Reality (VR) are becoming more commonly used in our classrooms, with many new tools being added that promote more authentic and immersive learning experiences for students. As educators, we should welcome these unique tools because they can help with designing more authentic and innovative learning spaces, and are a means to transform “how” students are learning. We can take students on virtual trips and really open a world of opportunities for them to explore.

Why use AR and VR? These tools enable educators to provide powerful opportunities for students to do more than learn through videos or photos. Students can closely explore objects or places, in ways that the traditional tools of textbooks and videos cannot provide. Students have more control in how they are learning and interacting with the content. Through these augmented and virtual reality tools, we can bring never before possible learning experiences, such as travel and the use of holograms, to our students. These tools make it possible for students to travel anywhere around the world or into outer space even and explore these places more closely. Students can explore what they want and learn in a more immersive way, which helps to engage students more.

4 Tools to Try for AR/VR Explorations

1. Nearpod enables students to experience Virtual Reality through the use of 3D shapes, or go on a Virtual Field Trip powered by 360 cities. Nearpod became beneficial in my Spanish courses, because its immersive capability promotes global knowledge, helps to expand student comprehension of different perspectives and enables students to become immersed in a variety of environments. It has an extensive library of VR lessons ready for free download as well as additional ones available in the pro account. Using tools like Nearpod can help provide opportunities to really engage students in learning, be active, explore and have multiple options for assessing student learning and receiving timely feedback. Some recent additions to the VR library include College Tours, which are a great way to have students take a look at different colleges they might be interested in, without having to travel the distance to do so. Using these options, students can immerse in the campus and look around more closely, although it is not a complete replacement for being able to physically visit, it gives students the chance to explore many colleges from wherever they are. There are currently 43 different colleges represented in the collection, which include universities such as Cambridge, Harvard, Oxford, Penn State, Tokyo and Vassar to name a few. A fun idea for these VR tours is to have students participate in a scavenger hunt, which will push them to really explore the sites and think through what they are seeing.

2. Google Expeditions is a free tool that teachers can use to take students on a field trip to virtually anywhere. It is an immersive app that can be downloaded using either Google Play or the App Store, that students view using their devices and a Google cardboard or other viewer. There are more than 800 virtual reality tours to choose from and 100 augmented reality tours. Some of the VR tours include famous locations, exploring career paths, and learning about global initiatives. With the recent addition of AR objects, students can now interact more with the objects by walking around and seeing it placed in their physical space. Teachers and students take on the roles of “Guide” and “Explorer” by being connected on the same network. Teachers can lead their explorers by following the script and guiding questions that are included within each tour, and can also opt to have the audio narration used with students as well.

With the augmented reality tours, teachers select the objects and tours to bring into the classroom, and students can then walk around and interact with the object as though it were in the classroom space. During the tours, pictures can point out specific locations or use some of the guiding questions to engage students more and conversation and promote curiosity and learning while they explore in this more immersive learning space.

3. Google Tour Builder is a great way for teachers and even students to be able to create their own tour for use in the classroom or connect with other classrooms globally. Through the creation of an interactive story or tour, students can better understand locations they are studying, explore a place of historical or cultural significance, or even narrate a trip that they have taken. It is easy to create and share a tour. Tours can include images and videos that you upload, as well as images selected from the Google Street View options. The tour can include descriptions and hyperlinks to extend the learning and add more resources for students. Originally Google Tour Builder was created for veterans to record the places where their military service took them and it has become a great tool to use to help people understand different locations and interact with multimedia formats. Students can even create a tour of their town to share with global penpals in order to broaden global connections and cultural awareness.

4. Skype can be a good way to connect classrooms globally and even involve students in problem-solving and critical thinking by using Mystery Skype. There are opportunities to set up a Mystery Skype as well as a Skype session with an expert, by connecting through Microsoft. Using this type of technology to bring in experts and to connect students with other classrooms can really add to the authenticity of the learning experience, and make it more meaningful for students. When students take part in a Mystery Skype, it promotes collaboration with their classmates, critical thinking as they try to uncover where the other classroom is located, problem-solving as they are working through the clues and the responses, and of course it is a fun activity to do that will likely promote social-emotional learning skills as well.

Activities to Engage Students Globally

Think about the tools you are currently using to amplify or facilitate student learning. What is making a difference in how, what and where students learn? Could one of these tools be used in place of something you are already using that only offers one-way interaction or a static image? The use of virtual field trips and augmented reality explorations can engage students more in learning and provide opportunities for them to move from consumers to creators.

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