Learning as I go: Experiences, reflections, lessons learned

Rachelle Dene Poth @rdene915 #FUTURE4EDU #QUOTES4EDU #THRIVEinEDU

emerging technology

NoteAffect: A better way to engage

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

The Future of Educational Technology Conference (FETC) held at the end of January has become one of my favorite conferences because of the diverse opportunities available to explore emerging technologies and to network. One of my favorite things about FETC is exploring the edtech startups to find out what new tools and trends are out there and to learn some of the stories behind the creation of these tools. It is a great opportunity to see the different start-ups in the Pitch Fest competition and hear their passions for education.

One that caught my attention this year was NoteAffect, an interactive learning platform aimed at promoting and understanding student engagement. The platform empowers educators by providing many options for delivering a lecture and includes live polling, questions, analytics and more, to enhance the learner experience. With time so limited at the conference, I explored the platform on my own and then contacted Jay Tokosch,Founder and CEO of NoteAffect, to set up a demo.

The story behind NoteAffect

When I spoke with Jay, I learned that he got started in this business by founding Core-apps, one of the leading event management systems in 2009. Core-apps was the first company to create a mobile app used for event management. So if you’ve been to conferences or trade shows, and used a conference app to build your schedule, you may have using Core-apps. Having ten years of experience with a highly engaging event management app, Jay has designed an equally powerful learning tool for education. When I asked Jay about how he came up with the idea for NoteAffect, he told me that he got the idea after observing his son preparing for an exam. Jay noticed his son pulling out a spiral notebook, some printed Powerpoint presentations and other documents to study for his college engineering exam. As he studied, his son was going back and forth between all of those materials, trying to match everything up to study. Jay decided to “fix that problem” by designing something that could store all of the information in one place and make it easier for students to study.

The design of NoteAffect is quite simple and easy to navigate, which makes it a great choice for all teachers, whether they are beginners or advanced users when it comes to implementing technology in the classroom. By using a robust tool like NoteAffect, teachers have immediate access to real-time data that enables them to provide the right instructional supports and make adjustments on the fly as the lecture continues. The goal of NoteAffect is to empower teachers to provide the best learning experience and options for students and to close the gap that happens when students are absent from class. While students can easily get the notes or look over a presentation, without the additional resources added in and the interactive piece that NoteAffect provides, students will be missing out and cannot reach their fullest potential.

What does NoteAffect offer?

NoteAffect is more than simply a way to deliver a lecture. It offers digital interactive learning that is available to students whether live in class or for later viewing at a time that meets their schedule. It is a multi-purpose platform with capabilities to facilitate communication, collaboration and increase student engagement in learning. NoteAffect creates a virtual space for students to fully engage in the lesson, whether participating in class or viewing it at a later time.

When I first explored NoteAffect, what I immediately noticed was how easy it was to set up my courses, add students, locate my lectures, and navigate through the platform. Having time to explore NoteAffect closely, I thought about my own college experience years ago and how beneficial a tool like this would have been for some of the more challenging courses that I had. Although we had access to lecture notes made available after class, being able to interact with the content during class would have increased my understanding and helped with content retention.

Another benefit of Noteaffect is for increasing student engagement. For a long time, I struggled with student engagement and reached out to colleagues and tried different resources to see if I could engage students more. While the methods definitely improved student engagement, I needed more data to work from. Using NoteAffect enables you to focus more closely on student engagement by exploring the analytics available for each lecture and each student.

With NoteAffect, tracking student engagement is easier and it is also a great way to reflect on the teaching practices being used in the classroom.

I will continue exploring NoteAffect and gather some feedback from my students. Check into NoteAffect here and get started with a demo. My next post will highlight some of the features and offer some tips for getting started.

This post is sponsored by Screenleap. Opinions expressed are my own.

At the end of January, I attended the Future of Educational Technology Conference (FETC) in Orlando. FETC has become one of my favorite conferences to attend and each year I return to my school with a lot of new ideas and tools that I’m excited to try in my classroom and share with colleagues and educator friends. This year was no exception. After reading about the 31 start-up companies that would be participating in the “Pitch Fest” competition happening in the expo hall, I decided that I wanted to start there. These companies—the “best-of-the-best startups”—would be pitching their products and services to a panel of judges. I find this to be one of the “musts” for me each year to learn about the new ideas and products available to educators. I enjoy getting to talk with the companies to understand their tools and how it benefits educators and students.

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Before arriving, I had received a flyer from Screenleap. I took a quick look, but decided to set it aside and instead make time to meet with Tuyen Truong, the CEO and Founder of Screenleap, at the conference. We had a great conversation and I was immediately impressed with what I learned about Screenleap from Tuyen and from the reactions of other attendees who had stopped by the booth to learn more about Screenleap.

Not long after speaking with Tuyen, I presented my own poster session on designing “Creative, Personalized, and Productive Classrooms.” A common interest of the attendees was that they wanted to know options that would enable them to share lessons, to work with schedule changes that interrupted the normal class periods, and to provide access to learning opportunities for their students when their students needed them. Screenleap immediately popped into my mind and so I gave them a brief overview and pointed them in the direction of Screenleap’s booth in the EdTech Startup area.  

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Tools with Purpose: Getting Started Quickly

Common issues for teachers regarding education tools are knowing where to start and whether something will have a big learning curve. These are both important factors, but we should also consider the WHY behind adding the technology. Based on the interests of the educators that I spoke with, thinking through it and trying it out on my own, Screenleap definitely addresses these concerns by making it easy for teachers to set up and start using with students and by saving valuable time for teachers who use it.

So How Does It Work?

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Screenleap for Education allows teachers to share their screen with students and record it for later viewing. Whether the students are in the classroom or absent from class on a given day, they can watch the screen share live from wherever they are or access the lesson afterward when it is convenient for them. You can learn more about Screenleap for Education here. If you would like to try it out, you can start a free trial here!

Why Use Screenleap for Education?

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. What difference will adding this tool make and how can it enhance the learning process and go beyond the traditional methods that are being used? What sets it apart from other tools you are currently using?

I think the benefits are clear with Screenleap for Education:

  1. Teachers can share from any device (including Chromebooks, iPads, Android, PCs, and Macs).
  2. Students don’t need to install any software to view their teacher’s screen, which makes it easily accessible to all students and saves time on IT administration.
  3. Everything is automatically recorded on the cloud for later playback. Teachers don’t need to manually upload the recording after the screen share.
  4. It saves teachers a lot of time because now they do not need to reteach lessons to students who miss a class since the recorded lessons are available for students to watch on their schedule. In addition, when it comes to re-teaching, you don’t always present the information the same way, so having a solid lesson that can quickly be shared with students to view and learn from is a real benefit for you.

Ideas for Using the Recording Feature

Depending on the content area you teach, or even if you have a different role than a classroom teacher, creating these recordings is easy and of great benefit. Having recordings available that you can share with colleagues, offer as extra instruction for students needing review, or even as a way to get feedback from colleagues about how you delivered a lesson, are just a few of the great ways to use the recording feature of Screenleap for Education. There are a lot of other possibilities for teachers, students, and administrators when the recording feature is used as part of a teacher’s daily instruction.

Getting Started

I found Screenleap for Education very intuitive and easy to get started with:

  1. After creating your account, there is an initial setup step where you can create your classes and add students to them.
  2. Once your classes are set up, it is easy to start sharing your screen with your students: all you need to do is click on the button for the class you want to share when your class starts. If it’s your first time sharing your screen, you will be walked through a one-time app installation before your screen share begins. null
  3. Once your screen share has started, your students can watch your screen share by signing into their accounts and clicking on the “View live class” button for your class.
  4. While you are sharing your screen, it is automatically recorded in the cloud.
  5. When you stop your screen share and have recording enabled, your recording will be processed and made available to you from the “Recordings” page. If you have automatic sharing configured, the recording will also be made available for your students to review.

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Additional Features That I Like

  • If you want to remove something from your class recording, you can do so and then upload the updated version.
  • You can share the same recording with multiple classes.
  • You can track student engagement in real-time by clicking on “engagement” or after the recording has been processed. You will see a snapshot of the engagement graph at the bottom of every recording.

Conclusion

Screenleap for Education offers a lot of benefits for teachers, students, and administrators: students can easily follow along in the classroom or from home, teachers do not have to reteach lessons that students miss, students can review lessons before tests, and administrators have resources available  that can help to improve test scores for their schools through better learning. In addition, being able to stay connected and keep up with class—even when not in the classroom—and having information available to share with other teachers and administrators really makes Screenleap stand out when it comes to tools that benefit student learning.

Let me know what you think of Screenleap for Education. Again, you can start a free trial here

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 !

 

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!

Part Two of my posts on AI, recently published in Getting Smart.  (image from CC)

Teaching Students About AI

One of my professional goals this year was to learn more about artificial intelligence (AI). Over the course of the past year, there have been a lot of stories coming out about how schools are adding the concept of artificial intelligence into their curriculum or trying to weave it into different courses offered. The purpose is to help students better understand its capabilities and how it might impact the future of learning and the future of work. When I did some research earlier this year, I was amazed at some of the different uses of artificial intelligence that we interact with each day, and may not realize.

A quick Google search of the term “artificial intelligence” turns up 518 million results in .17 seconds. Compare this with the methods for conducting research years ago, where we had to brainstorm topics as we searched the card catalog, and then had to understand the Dewey Decimal system, in order to find the books on the shelf.  Advancements in technology led to the creation of online databases which made it easier to find articles and journals electronically, however it still required us to think of what terms to use in the search and may still have required you to locate the resource from a shelf or borrow it from another library. Today, the capability of technology for finding answers to the questions we have is tremendous. Now through tools like artificial intelligence and virtual assistants we have access to millions of resources in our hands instantly.

What are some everyday uses of AI?

Some common uses of artificial intelligence that many people likely use every day and may not know it are:

  • Smartphones:  The use of artificial intelligence is used with the photo editor on smartphones. When you want to take a picture, artificial intelligence helps by selecting the appropriate settings and suggesting different modes to you.
  • Music and Media: Whether you use something like Spotify or enjoy watching Netflix or even YouTube, artificial intelligence is helping you find the music and media that you want. Over time, it learns based on your selections and then provides recommendations for you to add to your playlist.
  • Smart Home Devices: Artificial intelligence is used in smart home devices to adjust the temperature and even lighting based on our preferences.
  • Online services: From travel to banking, shopping, and entertainment, these industries rely heavily on artificial intelligence for using chatbots or through algorithms that enable it to track spending, suggest purchases, prevent fraud and complete other transactions much faster.

Because artificial intelligence is used so much in our everyday lives, we need to make sure that our students understand its impact and potential for the future of work and learning.

How can we teach students about artificial intelligence?

One of the best ways we could teach our students is by making sure we keep challenging ourselves. I recently enrolled in the course offered by ISTE U, Artificial Intelligence Explorations and Their Practical Use in the School Environment.  The course was made available through a collaboration with ISTE and General Motors Corporate Giving and focused on K-12 STEM education. My interest in the course is to learn more so I am able to share with my 8th grade STEAM course and in my foreign language classes. Having taught about artificial intelligence last year, it is a high area of interest that I want to grow in professionally.

Throughout the course, participants work through ten different modules focused on topics related to artificial intelligence and machine learning. Each module contains activities that enable you to interact with different forms of artificial intelligence, engage in discussions, view videos and to even create things such as chatbots and virtual facilitators. Part of the course includes an IBM Developer course on “Chatbots for Good,” in which you work through activities and learn about design thinking and empathy, and other activities related to the IBM Watson program. The culmination of the course has participants design a Capstone project, which will ideally be used with students through PBL or as a student-directed exploration of AI.

There are many uses of AI for education and one school in Pittsburgh is offering the nation’s first AI course to prepare students. Pittsburgh is where AI began and developed starting back in the 1950s which makes this an exciting event. Students enrolled in the Montour School District, a district known for its innovation and “student-centered, future-focused” mission, are learning about AI through a program that launched this fall. Students will have access to resources from Carnegie Mellon University, which became the first university to offer an undergraduate degree in AI. The goal of the program is to help students learn about AI by exploring the uses of virtual assistants, engage in inquiry-based learning and build their skills in STEM-related fields.

How can we provide the opportunity for all students to learn more about AI?

Simply explaining the concept of artificial intelligence and identifying some examples of what it might look like, does not really enable you to understand it at a deeper level. The best way that I have found to understand it better myself has been by first learning how it functions by trying some of the different tools and interacting with the AI. By trying some the AI experiments and creating chatbots, you and your students can think about how the tasks are being completed, which leads to a better understanding of artificial intelligence.

While schools may not be able to offer a full course to students, there are enough resources available online that teachers can implement in the classroom.

To learn more about AI and Virtual Assistants, have students explore these:

  1. Google AI Experiments: Through Google experiments, there are hundreds of different experiments available to explore based on AI, Augmented and Virtual Reality. Students can select experiments to try and decide what makes it “artificial intelligence.”  The favorites are Quick Draw and Semantris.
  2. Botsify: Teachers can teach students online by using artificial intelligence through Botsify. By creating chatbots, teachers provide an innovative learning experience for students, where they can interact with the chatbot, ask and answer questions and even submit quizzes through the chatbot.
  3. Avatars: It can be fun to have students create their own talking avatars, and use them even as evidence of learning or to create a lesson or instruct on a topic to share with peers or even younger students. Some tools to check out are VokiTellagami and My talking avatar.
  4. Akinator: A “web genius” that tries to guess the famous real or fictional character you are thinking about. It is fun to see the questions that it asks based on your responses and see how many tries it takes for it to guess.  It is also available on Google Play and iOS
  5. Learning tools: There are different apps available that through artificial intelligence, provide students with opportunities to have additional practice and amplify their learning potential. Elementary students can learn about geography through Oddizzi, or math through Splashmath. All students can practice vocabulary by trying Knowji, which uses characters to “bring vocabulary to life” in flashcards. If students have questions, they can try Brainly, which is a tool for students to ask and answer homework questions in a collaborative, community type platform.

Looking to the future with AI

The use of artificial intelligence in the world and specifically in education will continue to grow as more people explore the topic and develop new ways to incorporate it into daily life. The potential for learning through artificial intelligence means that students have access to virtual tutors, can enroll in an online course taught by AI, and have access to the resources they need at the exact moment they need them.

Part one of a series I will be writing about Artificial Intelligence.

About a year ago I started to notice more news coming out about artificial intelligence and machine learning and their uses for education. I understood the concepts of AI and ML, I could provide pretty decent definitions but beyond that, I really had to invest some time in learning more and being able to identify what it looks like in the world and what it could look like in today’s classrooms. Years ago while working on my Spanish translation coursework, we looked at machine learning for translation and that goes back well over 20 years, so it’s not something new, although it may seem like it because it has been coming more into light recently.

What I think of when I hear “Artificial Intelligence”

When first hearing the words “Artificial Intelligence,” is there an image that pops into your mind? Is AI something that you find easy to define or give examples of? For some, the understanding or a reference point might be something seen in the movies. For me, being an 80s child, my first thought goes to Star Wars, and I picture R2D2 or C3PO. Beyond those two references, my mind wanders to the movie “I, Robot” which starred Will Smith, where the robots developed the capacity to think like humans, to feel and were able to take action on their own. Today, one of the most common thoughts goes to Alexa, Echo, Siri and the other virtual assistants that have continued to gain popularity. All good examples to think of in order to get a better idea of AI, but what is the true meaning of AI and where might we see it in action in daily life?

What is AI

It is a complex concept to understand at first because it is an amazing technological advancement. When I wanted to find out more, I started to look at some of the research done by Getting Smart started in December of 2015. The team at Getting Smart launched a research study referred to as #AskAboutAI and over a two year period, they identified over 100 applications of AI to life in areas such as education, healthcare, recreation, transportation, military uses and gaming to name a few. There were three objectives in the campaign: education, employment, and ethics. The research centered on finding how AI can be beneficial for different industries, some of the main uses, whether there are any risks associated with it, the benefits and of great personal interest, the possibilities for using AI in education.

According to their report following the research, the notion behind AI is that machines become capable of exhibiting human intelligence. “Machine learning” a concept started in 1956, refers to when algorithms are used to interpret data and take an action or complete a task. At its base, artificial intelligence is a computer code that displays some form of intelligence, learning, and problem solving in what has been referred to as a kind of “super intelligence.” It is basically the development of computers that are capable of completing tasks that normally require “human intelligence” however the AI learns on its own and continues to improve upon its past iterations. AI becomes smarter, its knowledge base grows, and it creates new possibilities for society. Machine learning is a subset of artificial intelligence, and it can be said that all Machine Learning is AI, but not all AI is Machine Learning.

Common uses of Machine Learning and AI: Did you know?

In my exploration to learn more about AI and what its potential is for the future of learning, I researched how we might already be using AI in our daily lives without even realizing it perhaps. Here are 5 common uses that I was kind of surprised at finding out work by AI.

  1. Communication: So much email, fortunately there are spam filters. Spam filters are powered by AI and help to streamline the amount of spam that appears in your inbox. We know that computers can generate email, and so as email senders, whether real or automated, become more careful with choosing words that were not previously flagged, the filters must learn to adapt and do so by learning based on words that the email user flags. Google takes it even further by continuously learning the types of email messages which are marked as “important”.
  2. Travel: Whether you have taken a ride using Uber or Lyft, you have experienced ML (Machine Learning), which is used to predict rider demand and to calculate ETA ( Estimated Time of Arrival). Even the airline industry uses AI, which fascinated me in finding out this fact. Autopilot qualifies as AI, and it has been estimated that actual “human steered” flight time is approximately only seven minutes of the actual flight length. That is amazing!
  3. Social networks: Ever notice how quickly faces are detected in images and names are suggested for tagging friends in photos on Facebook? The artificial intelligence can detect faces and suggest a name to tag the person. Facebook has added new features as part of its own AI Initiative, because the goal is to offer a more personalized and interactive experience for Facebook users. Other social media sites like Twitter, generate lists of accounts to follow, recommend chats to join based on an analysis of user input and data.
  4. Online Shopping: Have you started searching on Amazon, and it quickly suggests other items you “may be interested in,” as a result of prior searches and order history. There are systems are in place to help protect consumers against fraud, with alerts capable of being sent almost simultaneously in response to a transaction that does not seem to be “typical” purchase or is located in a non-home base location. All done through AI.
  5. Education: There are a wide range of tools available for educators and students whether in the form of Google Searches, where alternate search terms are instantly suggested, the use of citation, plagiarism checkers(a favorite) and even Siri is a popular tool for searches. Simply ask Siri a question, have a conversation.

What does AI mean for our classrooms?

Artificial Intelligence can transform classrooms, there are so many possibilities, and of course, we want it to be something with purpose that enhances the learning experience. I think that it is important to think about your classroom and consider: What are some of the tasks that are typically done? How is class time being spent? How could you save some time by using AI? What would you want for your classroom? Dream big!

There are some time-consuming tasks that take away valuable time for providing the best learning experiences for students. It takes time to locate appropriate supplemental activities to differentiate and to find more engaging and immersive learning experiences.

How could AI help?

  1. Communication: Students and teachers would communicate instantly with one another as well as to connect with other forms of AI around the world. Students could be paired with peers instantly, which would help each student to expand their own personal learning networks, with personalized and more authentic connections that will meet the students’ interests and needs at any given moment. Think of the benefits of being able to converse with AI or a virtual peer, which has been located based on an assessment of student needs and error analyses.
  2. Differentiation: With the use of AI, students and teachers could connect with the resources they need right when they need them. An entire internet of resources accessible and deliverable to each student within seconds. Through AI, students could have access to one to one tutors or a virtual peer to learn with.
  3. Personalization: Offer more personalized learning opportunities for students with AI that can analyze student responses, determine areas of need and interest, and access resources to help students better understand the content.
  4. Exploration: Augmented and virtual reality are being used even more in classrooms, and through AI, resources could be found instantly based on student responses, or for the entire classroom to experience. We would not be limited by the time and place of the classroom setting. AI could find ways to bring the content to life instantly.
  5. Assessments: AI could help teachers to assess students and streamline the grading process, with the added benefit of being able to quickly take the data, provide an analysis for teachers, so that time can be saved for more classroom interactions. It can help with student achievement, making sure that each student has the opportunity to learn and grow, benefitting from the faster responses through AI.

Considerations for the future.

There is always a concern when it comes to the use of technology. Especially with AI, we need to determine the true purpose, value and impact on student learning. We don’t want to use it just because it is the newest thing or the latest trend. When it comes to AI, the biggest concern has been whether AI would lead to the replacement of teachers? Would the use of AI in the classroom have negative impacts on student learning? As for replacing teachers, AI cannot help students to build SEL skills and learn from human interactions, all vital components of relationships in the classroom.

So in the end, what could AI do? Here are 10 roles for AI that can be used in education.

A few:

AI can quickly interpret a student’s needs and design an appropriate assessment.

It can show students mastery, repeat lessons as needed and quickly design a personalized learning plan for each student.

AI could provide teachers with a virtual teaching assistant, (something that was done in 2015 without students even knowing), which then frees time for the teacher to move around the room and facilitate learning.

But more than just teachers and students, it can be a way to support parents by involving them in the learning environment of students and providing them with the information they need to help their students be successful when they’re not in the classroom. The future likely holds a lot of possibilities for AI and teachers can take the opportunity to be informed of the possibilities and being open to discussions with students.

Stay tuned for part two of the AI series coming up next week! Check out the ISTE U course on Artificial Intelligence. And look at Montour School District in Pittsburgh, I will be sharing more about that school after I visit it to see the AI Space and Showcase event on January 22nd.

Image from Thinkstock

Originally published on Getting Smart

Every day brings a new opportunity to implement a new tool or method into the classroom, and what better way than to have students be able to immerse in a learning experience. Augmented and virtual reality are becoming more commonly used in K-12 classrooms and higher ed for this purpose. With the increased focus on and questions surrounding the use of AR and VR tools, educators and parents may be wondering about the benefits for student learning. In a recent report from Common Sense, 62% of the parents surveyed, stated they believe that VR will provide educational experiences, this same belief was shared by 84% of parents surveyed, who have children already using VR. In the recently published book Learning Transported, author Jaime Donally focuses a chapter on the reasons that these tools should be welcomed into our classrooms. Some reasons include more authentic learning, innovative learning spaces and a means to transform how students are learning.

The use of AR and VR is about providing powerful opportunities for students to explore objects or places, in ways that traditional tools such as textbooks and videos cannot provide. It enables students to have more control over how they are learning. It is through these augmented and virtual reality tools and apps that we bring never before possible learning experiences, such as travel and the use of holograms, to students. Students can travel anywhere around the world or outer space even and explore these places more closely, looking at what they want and learning in a more authentic way. It is a truly personalized way to learn and one which serves to engage students more by helping them to drive their learning and exploration.

Even more important than having students be able to immerse in learning by interacting with the content, it is of far greater benefit to move students from being simply consumers to being the creators. With the different educational AR and VR tools now available, we not only afford students the possibility of interacting with these objects as they have been, but we create a more engaging opportunity for them to develop the skills that will benefit them in the future. Learning how to create with these different tools and in some cases, being able to collaborate with their peers on projects, will help students to develop critical 21st-century skills. Students will build their ability to problem-solve, to think critically, and to enhance their creativity in the learning process.

Technology of the Future: Tools to get started with AR and VR in your classroom

With so many different apps available, it can be difficult to figure out where to start. As many wind down the school year, this can be a great opportunity to try one of these tools within your classroom. Students learn how to interact with these tools very quickly, it boosts student engagement, which is something that may be decreasing at this time of the year. Here are two tools and how we used them. They each offer many options for classroom use as well as ready-made examples that can be used to get started.

As a long-standing fan of technology and the endless possibilities, any time I learn about a new tool, I either immediately create an account and try to figure it out on my own or I learn just enough about it to get my students started working on something. In the last couple of years, I’ve come across CoSpacesEDU and Metaverse. I had no idea what to expect other than knowing I would be able to include unique learning experiences for my students, through the use of augmented and virtual reality tools.

So what’s the learning curve with some of these tools? Personally, I am the type of learner who would rather struggle and figure things out on my own first. Only after I have seemingly exhausted all of my efforts, will I then turn to YouTube or the tool’s website for video tutorials, or connect with other educators in a variety of educational communities found on social media.

CoSpaces: Bring a story to life

Two years ago, when I started creating with CoSpacesEDU, a virtual reality platform, I was immediately amazed at the possibilities for creating my own virtual reality space. Initially, there was a bit of a learning curve, but I was determined to work through it on my own. The benefit is that by allowing myself to push through the challenges I encountered, it helped me to better understand some areas that might require me to step in and help my students as they created their own space. I wanted to be prepared for their questions, and be able to help some, but not too much, as it is important for students to learn to problem solve and develop these skills on their own.

In prior years, students in Spanish II would narrate their childhood by creating a drawing and writing a story below their illustration. Authentic work such as this helps students to connect more to the content and it is a great way for teachers to learn more about students. However, this year, I wanted to take a different approach and decided to try CoSpacesEDU, with my Spanish II classes. I thought it would be a fun way to create a story and then be able to use headsets to walk through the spaces they created.

I started by grouping students randomly, having them select from chapter vocabulary cards, and then using the newer “Collaborate” feature of CoSpaces EDU, to have them create their story together. Students can now be placed in groups and collaborate on one project. Students began creating their spaces, adding in objects, animations and sound, using Blockly to code and more. They were amazed at the ability to collaborate in the same space and see objects moving on each of their screens. They worked as a team to create amazing, memorable stories that help them to meaningfully practice the content, narrate a story and have fun while learning.

We know that using technology just for the sake of using it does not make sense. However using technology that enables students to create, collaborate, problem-solve and be curious in learning, leads to more motivation and student engagement. It was a risk to do this, but one which had tremendous benefits for all of us “learners” in the classroom.

MetaverseApp

Metaverse enables the user to create an “experience” which includes activities and different features, for augmented and virtual reality. Creating with Metaverse offers students immersive ways to interact with the content. It can be rather simple to get started, as Metaverse has a library full of helpful tutorial videos and they are also available through the chat feature within the platform. Metaverse can be used to create an immersive, interactive learning “experience”, where students have so many choices in design, libraries full of different characters, GIFS, various objects, 360 images or videos, portals, Google Vision options and more.

When we began using Metaverse, I wasn’t sure if students would be able to navigate the platform (the layout is a storyboard). What I found was that students were able to quickly create their own experiences, which led me to ask them to also facilitate in the class and answer any questions that their classmates had.  What I noticed was an emergence of “student leaders,” a team of Metaverse creators, 8th-grade students who were sharing their knowledge and excited to do so.

How to use it? Have students create a quiz, a fun game, or simply tell a story.

Learning together

I don’t have all of the answers, but I enjoy being able to turn to students for help. I enjoy learning with and from them. Empowering students with the opportunity to share their skills brings about positive changes in the classroom, especially in terms of peer relationships and collaboration. Trying out new technologies shows we are interested in bringing new ideas and ways to learn into our classrooms, which is a good model for students.

Want to know more? There are a lot of resources available. I recommend joining in the weekly #ARVRinedu Twitter chat on Wednesday nights at 8 CT/9ET or taking a look at the many resources available on Jaime Donally’s website.

Bringing Augmented, Virtual and Mixed Reality to all Classrooms

Jaime Donally’s book “Learning Transported” is the resource to go to to learn how immersive technology can be used in education. For anyone looking to get started with bringing augmented, mixed or virtual reality and different learning experiences into the classroom but not sure of where to begin, Jaime provides a well laid out format which provides the reader with the all of the information and resources they need to feel comfortable in using AR and VR in the classroom.
For some readers, knowing the differences between augmented and virtual reality or knowing the different apps available for each of these may not be clear. However, the structure of the Learning Transported book enables the reader to progress from understanding how it is used, and even more importantly “why” it should be used education, to reminders of some things to consider before getting started and then how to have a successful implementation into the classroom.

IMG_20170627_083505096.jpg

Beyond just having students as consumers of the content, Jaime offers ways for students to become the creators and design their own stories through augmented and virtual reality experiences.
Jamie is constantly looking for more tools and new ways to bring immersive learning experiences to educators and students, and has done nothing but share her wealth of knowledge and fully invest herself in making sure that educators feel comfortable with using the technology and knowing that she is available to help them in the process.
Learning Transported is a book that can be enjoyed by anyone, as the resources and experiences that she shares within this book definitely have application to other settings besides education.

Before Jaime even dives into the content of the book, she engages the reader with her message of “why” for using AR and VR. She shares the reasons why educators need to understand the possibilities of using immersive technology and the benefits that will happen as a result. She explains how to use the book, and guides the reader on how to navigate each of the chapters, explaining the process involved when starting to implement some of these augmented virtual and mixed reality tools, and encourages the reader to join in with other educators through social media using the #ARVRinEDU chat.

Learning Transported is geared toward anyone looking to try immersive technologies in the classroom and Donally provides all of the resources and many examples, especially through the lesson plans written by Jaime and how they were facilitated in different classrooms.

Another key features of Learning Transported is in Jaime’s message about why educators should use AR, VR and MR in education. The largest benefit is for students being able to engage and explore in the content in a different and more authentic way. It also facilitates building skills of communication and collaboration as well as social-emotional learning, when students connect with their peers and learn more about places and life outside of their own community. Jaime also explains exactly how the use of these tools can meet the ISTE Standards for Students, and encourages the reader to think about how these tools can benefit the students in their own classrooms.

Each chapter provides a wealth of examples and images for reference, explanations of each tool shared and ways that it can be used, and ends with a “Learning Transported” challenge for the reader. Jaime provides clears definitions and more detailed explanations throughout each chapter, and continues to encourage educators to challenge themselves to implement some of these different tools into their classroom and to share their experiences using the #ARVRinedu hashtag.

Some of the best features of the book are the way that Jaime conveys the information, reassuring educators that it is okay to take some chances with trying these in the classroom and involve students in the process. Chapters 5 through 8 include so many different examples of augmented and virtual reality tools, including ideas for creating with the tools, brief descriptions of how the tool works and for using it, as well as including some sample lesson plans that educators can try within their own classrooms.

The last chapter focuses on preparing for the future of mixed reality and Donally reminds us to keep moving forward as these tools are constantly evolving, and having an impact on the learning environment and educational market. In the conclusion, Jaime ends by stating “Teachers will facilitate a class of explorers, developers and designers as they experience, build and present their own immersive technology resources.”
Donally reminds us that “authentic learning experiences and opportunities that have never been accessible in the classroom are now possible with virtual field trips, interactive stories, and tools that can allow students to explore the world, the solar system and beyond.”

The book concludes with an appendix listing all of the apps shared within the book as well as the websites to find the apps and a brief description of what the after does. The standards for students are also included

She encourages the reader to share whatever they create after completing some of the learning transported challenges

Learning Transported makes a topic that can be overwhelming to anyone just starting with augmented and virtual reality, become something that is digestible and helps the reader to build confidence in learning more throughout the book. Donally provides answers to the questions that educators all have to consider when starting to implement these tools, and gathered everything into one well laid out guide for learning.

Sign up for a ONE MONTH Teacher Trial here:

There is so much discussion going on today about Augmented and Virtual Reality and how it can be used for education. I have signed up for a lot of alerts to keep me informed when new AR/VR tools come out or there is news about schools around the world and how they are using augmented and virtual reality to amplify student learning. Alerts arrive throughout the day and one thing is clear, these tools have tremendous potential to really engage students in a completely different kind of learning, giving them more control in the classroom.

Learning Curve

Because the concept of augmented and virtual reality seems so detailed and can be hard to grasp if you’ve not had experience with either of these, people tend to think that using these with students might be difficult or the learning curve might be too steep. Time is a huge factor when it comes to deciding what tools and methods to use in the classroom and I’m sure that there is not a single teacher who hasn’t occasionally said, if not on a daily basis, “I wish I had enough time to…” There’s always something they want to learn, something different to try that might have been on their to-do list for a really long time but they just have not been able to devote any time to it.

The great thing about tools like 3D Bear is that teachers don’t really have to spend a lot of time trying it out on their own or figuring out how to get started using it. This is what we want our students to do. 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 cannot give students the answers or always show them how to do something, they have to experience some struggles. They will need to know how to problem solve, collaborate, communicate and to even create on their own as they are preparing for the future and life in general.

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. 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. We should select tools that help us move students to a more active role in the classroom rather than passively learning. By having students become the creators and immerse in a new learning environment, we will provide them with voice and choice in learning and lead them to explore through emerging trends in education.

Why 3D Bear

When I finally decided to get my new iPad this summer, I couldn’t wait to try out the different augmented reality apps. Actually, the whole reason that I bought the iPad was for this purpose. The first app that I tried was 3D Bear. I did not look for any tutorials, simply started clicking the options and found that it was very easy to use and a lot of fun. I was able to quickly figure out how to add items and manipulate them in the space I chose. Seeing the group of bears dancing around the middle of my table was fun. I could immediately see the potential for student learning regardless of the content area or grade level taught. Students can use it to create 3D objects in different spaces and have the opportunity to 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 story and deciding what to place in their environment and then creating a narration to go along with it.

Ideas for the Classroom and Getting Started

With so many new technologies entering the educational setting, it can be challenging to figure out which might be the best for your students. So we always want to focus on the “why” and determine what purpose will it serve that will amplify student learning. Being able to interact with and create a new learning environment through 3D Bear, will help students develop so many of the skills they need to be successful in the future. There are a lot of options for having students learn through 3D Bear. A nice feature is having access to ready-made lesson plans that can be used in any level which focus on content such as Social Studies, Math, Science, ELA and STEM, and STEAM-related topics. The lesson plans include different resources, worksheets, and links to other helpful reading materials. We can give students the opportunities to create, design and re-enact events in a more engaging way.

Features The best part of 3D Bear is the number of choices available for students and teachers to select from. There are a diverse group of objects that can be added in to create a story, making it easy to integrate this tool into any content area. Some of the object types are People, Garden, School, Animals, Holidays, Household, Emotions and even a category of funny items. There are a lot of possibilities for students to really create something authentic and meaningful when they can choose the objects to use and how to set up their scene for storytelling.

Once you log in, getting started is easy. Simply follow the tutorial that guides you through the creation process, showing you how to use the different tools to add objects and to manipulate them as you create. Or if you want to skip the tutorial, you can get started on your own. It is user-friendly and you can create something in a short period of time. There are also short video tutorials available on the 3D Bear website to help with designing, setting up classes, and exploring the lesson plans and teacher dashboard. Teachers can quickly create a class, add students, and edit class rosters directly from the app.

5 Ideas to try

  1. About Me: Getting to know our students is fundamental to our work in the classroom. Why not have students use 3D Bear to tell a story about themselves. With so many things to choose from, students can design something to reflect who they are, share their interests and even record a narration to explain. It will be fun learning about the students using AR to tell their story.
  2. Recreate an event: Depending on the content area you teach, why not have students recreate an event that they learned about, but tell it using different characters or themes so that they can attach more meaning to it and retain the content better. It can be fun to have students work together to come up with a twist using the augmented reality features. Learning about a famous historical period? Have students use the holiday theme or funny characters to explain key events or topics and then add narration to clarify if needed.
  3. Design a new space: Give students an opportunity to create a “dream house”, a new school, a new building for their town or even somewhere they would like to explore. With so many options available to choose from, students will be tasked with problem-solving, critical thinking, and collaborating to brainstorm ideas with their peers. It will promote creativity and give students the opportunity to dream big and use their imagination to come up with innovative ideas.
  4. Explain an idea or concept: Students can take a concept learned, maybe something in science class or in a math class and use the objects to create something like a biome or a diorama, or simply to visually represent something that is easier to understand by looking at it in 3D.
  5. Special events: Something fun might be to use 3D Bear to advertise an upcoming school event or a class activity instead of the traditional flyer or newsletter format. imagine what members of the school community would think if they were able to learn about a school event by exploring it through augmented reality. There are so many choices available that it just takes a little imagination to come up with a new way to use the tool.

As teachers, there are so many things that we are responsible for and have 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 3D Bear that make it easier to get started with and that provide innovative ways for students to learn. It just takes a few minutes to get started and then give the students time to explore on their own and with peers. Sign up for the teacher trial at 3D Bear! Let me know how you use it in your classroom!

PBL and GimKit

So the tool was Gimkit and I only heard bits of a conversation in the #4OCFPLN group (Thank you Laura Steinbrink) and I honestly thought it was something only for elementary school. I decided last weekend to look it up, create an account and give it a try. At the end of the school year, I love trying new tools and ideas to keep students engaged in learning and finish strong. A few years ago, Goose Chase was a huge success, and so I was excited for the possibilities with Gimkit.

It was so easy to create a game, referred to as a “kit.” I created several “kits” for my classes and then noticed that I needed to upgrade to make additional kits. I reached out to the game’s creator to find out if I could have a brief trial period, so that I could make more games. Since the school year was ending, and I had conferences coming up, I really wanted to try out as many features as I could.  I was quite surprised to find out that this is a tool that has been created by a high school junior, as a part of project-based learning.

“Being uncomfortable is a great way to increase your skill of learning”

Learning the story behind the creation of Gimkit

When I asked Josh asked about his background, he told me that during the last school year, a new project-based learning high school opened in his district and he decided to attend.(See an interview done by Michael Matera, #xplap, where he interviews Josh).

In May of 2017, as he was completing one of his projects , he thought back to traditional school, where he really enjoyed using other game based learning tools, and thought he could create something to improve upon them. He started by interviewing different students and teachers, and compiled a list of the most common issues expressed, which became part of his focus in creating Gimkit.

GimKitHW

As an assignment

Last summer he worked on creating the first version of Gimkit, and ran a small beta test in October and officially launched the day before Halloween. He says they have spent “little to no time and money on marketing,”  and the user base is growing, over the past few weeks he has seen around 20x the usage he did from just a month ago. As for the team, for the most part, it’s just Josh who does all of the engineering and responds to customer support messages. He started to code between freshman and sophomore years, and then developed GimKit over the following summer. Josh also has a mentor who works with the customers and provides business advice. Listening to his interview with Michael, there are three questions that he asked himself which impressed me. “Am I working to improve the product every single day? Am I improving myself every single day? Am I doing something to push the product further everyday?” He clearly has a growth mindset and is reflective in his “challenges” that he has set up for himself.

 

I was so surprised when I received a response to my email to Gimkit  within about fifteen minutes of having sent it. I can’t recall the last time that I got a response so quickly.

GImkitCreate

Giving it a try

So last week I decided to give it a try in my classes without really knowing what to expect. I got started over the weekend by creating classes, entering the students’ names to make it easier in class. I created a few “kits”, which are games. It is very easy to create. You can start from scratch, upload your own sets of terms or connect with Quizlet to export a list of words directly into your game. The goal is to make as much money as you can, or for students to reach a set goal. Students can play individually or in teams and logging in is done through a code, where students can then either find their name if part of a class, or enter their name.. You can also set a time period to play, I have been using 10 and 12 minutes, just as a start.

I was very excited to try this with my classes and actually only intended to play during my Spanish I classes. To start, I told them that I really wasn’t sure how it worked and told them to just go for it.

Playing this reminded me of that day five years ago when we play Kahoot! for the first time. The students wanted to keep on playing more games every day and said it was their favorite. They were excited and having fun but more importantly I noticed that they were learning the words and their recall of the words became faster and faster with each time played. It was fun to observe them as they played, learning how the game worked, and hearing their interactions. Some students were yelling at their teammates “to stop buying things”, as they can “shop” and level up with extra money per question, buy insurance, bonus streak or other options. Eventually they all had fun buying things,  when they saw how quickly the money was being added to their account.

After the first round of games, I think the total won was around three million which seemed like a lot until the next class came in and had 17 million. The third group to play earned 37 million and when we decided to continue this the next day we were in the billions!

GimkitLIbrary

Gathering feedback and assessing the benefits of the tool

Once the game is done, a report is available which opens as a PDF. The summary shows the class results and the individual report lists each student, money earned and lost, correct and incorrect answers, followed by a list of the terms asked and the number of correct and incorrect responses. It is a great way to see what areas that the class as a whole needs some review with, but more importantly, something that can be shared with each student and used as a tool to study. Teachers can create 5 kits for free and edit each kit once. There are also paid plans that enable you to create more.

 

For the determining the benefit for students, I value their feedback very much and I ask them what they liked about the game and how they felt it impacted their learning of the vocabulary. They liked the game setup and the repeated questions, the music and the teamwork made it fun as well. Creating the kits was so fast and made it easy to keep adding more into my library. Another nice feature is the ability to assign kits for students to play outside of class for practice.

There are different options available for play in class as well as assignments. I love that students can work at their own pace and that they are learning more and feeling more confident with the material.  I definitely recommend that you check them out and follow them on Twitter, @Gimkit. Just in the past few days, there are already new features added, one favorite is the messages sent to teammates letting them know when someone on the team buys something.

 

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Educational leadership, reform, and consulting resources

Teaching & Learning with Technology

"Classrooms don't need tech geeks who can teach; we need teaching geeks who can use tech."

Dene Gainey

Educator. Author. Singer/Songwriter.

SimonBaddeley64

Minecraft in the Classroom

SarahdaTeechur

"Teechur," learner, human

Robert Ward's "Rewarding Education" Blog for Teachers and Parents

Educator & author Robert Ward's blog for teachers & parents to become allies in education