lessonplanning

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.

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 a sponsored post, all opinions 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. And now, until the end of February you can fall in love 😉 with Shapes 3D applications by grabbing a bundle at the promotional price of $ 5.99, bit.ly/Shapes3Dbundle !

If you are like me and prefer to just get started without tutorials, then start by exploring the tool and the options available, and then dive right in and 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, 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 and until the end of February you can fall in love 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!

 

Best practices for blending or flipping your classroom continue to be topics of discussion in education today. Much of the discussion focuses on finding clear definitions of what these terms mean and the benefit to classrooms.

There are many resources and ways to educate yourself on this topic available including a diverse selection of books and blogs (such as the book Blended by Michael B. Horn and Heather Staker, and of course the Getting Smart blog) related to the topic, reaching out to colleagues or members of your PLN or attending conferences such as FETC, ISTE, state edtech conferences, edcamps and other professional development experiences.

All of these are great for finding examples, vignettes, templates, suggested tools and ideas. But even with all of these options, sometimes it is more valuable to take a risk and try something out on your own. The outcomes will not always be the same for each teacher, classroom or student, but it’s at least worth a try.

There are different models for implementing blended learning, and the method used will vary depending on your classroom. I recommend starting with one method–if you see positive effects, that you have more time to collaborate in class and your students are more engaged then continue. If not, then use this opportunity as a way to learn more about your students and their needs. As teachers, we need to constantly reflect on our methods and encourage self-assessment with our students, all part of learning and growing together. Getting started can take some risk and exploration, and definitely time.

Here are some different ways to use technology to “blend” or “flip” learning that in my experience have worked well. These tools can offer innovative or creative learning methods in your classroom, opening up the time and space for where and when the learning occurs.

1. Flipping and Blending with Videos

In the past when I heard “flipped classroom” I thought that meant simply assigning a video for students to watch. It can be, as it was originally considered the traditional way of flipping the classroom, but there has to be follow-up, accountability and more than just simply assigning a video. How will we know what the students gained from the experience?

The benefit of having students watch a video outside of class is that it reserves the class time for discussion and peer collaboration, and moves the teacher to more of a facilitator in the classroom. There are video tools such as EDpuzzle and PlayPosit, through which students interact with the video.

By responding to questions throughout, they are held accountable for the material and can show what they are learning. The teacher has instant feedback and can better understand how the students are learning and provide more personalized instruction. Either of these tools are great for the teacher to create lessons, but also provide the opportunity for students to create lessons that can be shared with other students.

In my experience, these tools have both provided a lot of authentic learning, problem-solving, critical thinking and collaboration. More importantly, they create an opportunity for students to move from learners to leaders, and from consumers to creators in the classroom. This is one of our main goals as teachers–to provide opportunities which empower students to take more control and drive their own learning. These leadership opportunities also help the students to feel valued because of the work that they are doing. There are sample lessons or “bulbs” available, so try one of from the library, and see how it works in your classroom.

2. Game Based Learning and “Practice” as Homework Alternatives

Perhaps you want students to simply play a game or have some practice beyond the school day. There are lots of options available, some of which enable students to create and share their games as well.

A few of these that you are probably familiar with are Kahoot, Quizizz and Quizlet. Creating a game with any of these three apps is simple. There are many public games and Quizlet flashcards available to choose from, and it is simple to create your own or for students to create something to share with the class. You can use these to differentiate homework and have students create something more personalized and beneficial for their own learning, and then share these new resources with other students and classes.

It’s another great opportunity to understand student needs because of the types of questions they design and the vocabulary they choose to include. Another bonus is that using something like Quizizz means students can complete it anywhere. Have you tried these  three? Give Gimkit a go. Created by a high school student, this is a game that students enjoy, especially because they can level up, use multipliers and really practice the content with the repetitive questions that help them to build their skills.

3. Discussion Beyond the School Day and Space

There are tools available for having students brainstorm, discuss topics or write reflections which can be accessed at any time and from any place.  For example, Padlet is a “virtual wall” where teachers can post discussion questions, ask students to brainstorm, post project links and more. It is a quick and easy way to connect students and expand where and when learning occurs. Take the posts and use them as discussion starters in the next class.

Synth is great for having students create or respond to a podcast. The idea is that students can do some of these activities outside of the classroom period, and teachers can create prompts which provide opportunities to engage students with their peers in a more comfortable way.

Even though all of these involve technology at some level, they are interactive tools to engage students, to expand and “flatten the walls” of the classroom and offer students an opportunity to do more than just sit and learn; to become more actively involved, giving them a voice and choice, through more authentic learning.

By giving the students a chance to do more than absorb information, but instead to create, design and think critically, we not only give them the knowledge to be successful, we encourage them to create their own path to success. And hopefully, in the process, they learn to better self-assess and reflect, both of which are critical skills they’ll need for success in school and in their careers.

 

Rachelle Dene Poth

One of my favorite things about teaching, besides working with my students, is finding new and engaging ways to have students create and show their learning. I remember when I first came across Buncee about two years ago, I really enjoyed creating different presentations and exploring all of the choices that were available. Coming up with new ways to use it in the classroom and even creating a Buncee for Open House, that could later be sent to families who could not attend. I was amazed at the many options to include my own images and even to record messages explaining what students would be doing in our class throughout the year. An added benefit was that by sharing one of the tools that students would be using in class, I hoped that it might become something that other members of the family could use as well, because Buncee works for everything!

Buncee is the one tool that educators and students need for creating a multimedia presentation that includes animations, a drawing feature, emojis, stickers, 360 images and even audio and video embedded within and a lot more. As teachers, we should strive to offer different choices for our students to be able to show what they are learning and to apply their knowledge in a way that provides opportunities for them to be creative, to have fun while creating, and that will engage students more in learning. Buncee has consistently provided a presentation tool that offers all of this and much more for our students and for everyone.

Newest options

There are new features and items added all of the time, but some of the other features that were a game changer for me was being able to set up classes, thousands of new items to choose from in the gallery, and even new ways to share the Buncee creations. We were thrilled when students realized that they could share their work seamlessly by sharing to Google Classroom. In my own classroom, I think it is so important to give students more choices and to provide a tool that offers more than just one format for students to create with. Using Buncee, students can find what they need to be creative, communicate ideas, and think critically about the work they are doing, while having fun during the creation process. It promotes student engagement because they can truly create something that is authentic and meaningful to them. And it enables educators to learn more about the students in the process.

BunceeAdventure.png

I love creating Buncees to share quotes!

Templates are here!

Finding enough time to get started with new tools is often a challenge, but with the new templates, creation just got even easier. Buncee enables the user to create something wonderful in a very short amount of time. Just this week, Buncee launched hundreds of new templates, divided into categories based on topic or type of media format. With these new templates, it now offers even more options to make creating more personal and fun.

With the new templates, it’s easy to get started creating right away. There are many different categories to choose from including: Awards, bookmarks, business cards, flyers and events, printable worksheets, scrapbook and photo albums, various social media formats and much more. The hard part is deciding which one to go with because there are so many awesome choices, and when you start looking at them, the ideas for how you can use them keep coming. Don’t be surprised if you start creating and then keep on going, there is so much to choose from that can truly enhance the learning and teaching process.

Select a Template and Go!

Once you select a template, it becomes yours to change and to really make it your own. Each template is different and when you select one, you can preview the different backgrounds that will be included within the template. You can easily change the font color and style, change the colors in the background and then add more items into your Buncee. Creating with a template is perfect for anyone who wants to get started quickly, but does not have a lot of time to search different backgrounds and add in text and other items. You can change anything within the template, it simply makes getting started easier and gives you more time to find fun animations, stickers, emojis and more to visually represent your learning. Using the templates is also perfect if you don’t have a lot of time in class, but want students to be able to create something unique and personal to them, giving a boost in confidence by having a great starting point that they can build upon.

Buncee has made it their mission to amplify student learning and provide a tool that enables each student, educator, anyone to visually communicate learning, thoughts, experiences and create something unique. It gives students a ton of options and a safe space to explore and find exactly what they need. Can’t wait to see what they create!

Bunceegoals

Make it your own, use the template then build!

BunceeCarnegis

Updated from the Original Post on Getting Smart, January 19, 2018

Looking for new ideas to try before the end of the school year? If you have not tried some of this, now is the time!

There are so many digital tools available today that offer opportunities for promoting student creativity, student voice, and expanding where and how students learn. I had my own list of the tools that I found made a big difference in my classroom, but decided to ask students for their input.

Here is a list of tools to try in 2018, (or to try before the end of the year, let’s keep learning!)

Each of these offer multiple ways for students to create, connect and engage in more authentic learning experiences.

Promoting Connected Learners

We were able to take our learning to a whole new level this year through Project Based Learning (PBL). Using these tools enabled us to connect with students from several Spanish speaking countries, which created tremendous possibilities for more authentic learning and broadening our cultural understanding.

1) Edmodo: Virtual learning space, where teachers can set up a digital classroom to connect students with the resources they need, in a safe learning environment. Edmodo can be used for assessments and integrates with Microsoft Office and Google, making it easy to share files with students. Students relied on Edmodo to connect with students in Argentina, Mexico and Spain for their PBL. One student said “these connections enabled me to sculpt my PBL, and learn in ways that books, videos and regular classroom lessons cannot provide.”

2) Flipgrid: Video response tool, which became one of the most talked about tools this past year after launching new features, making it even easier and more fun for students to share their ideas. Students can record up to a five minute response, add emojis to their photos and access the “grid” quickly through a grid code. It is a great tool for helping students to become more comfortable and confident in sharing their ideas and sparking curiosity with their peers.

3) Padlet: Padlet, a virtual wall, is a favorite in our classroom. Students can create a digital portfolio by uploading files and links to projects, curate resources for PBL, or have discussions with classrooms around the world. Other popular ways to use Padlet are to ask questions, post homework, or as a classroom website. Newer features include being able to “like”, “grade” or “upvote” a post and directly transfer posts to another Padlet wall.

4) Recap: Recap 2.0 is a free video response tool, which integrates with Edmodo, Canvas, Schoology, Google Classroom and Blackboard, making it easy to implement right away. It provides a comfortable way for teachers and students to ask questions by setting them up in a “Queue”. Students can submit questions and receive direct feedback, in a safe moderated environment.

Tools to Engage Students in Learning

5) Quizlet Live: Quizlet Live is a fun way to encourage student collaboration by playing a team game using a set of Quizlet study cards. Teachers select a set of study cards, launch a Live game by providing students with a join code, and students are divided into teams. To play, you need at least four players and a study set with at least 12 unique terms. Only one member of the team has the correct answer and answering incorrectly bounces the team score back to zero.

6) Quizizz: Quizizz has launched some new features, including integrating with Edmodo and Google Classroom, which makes sharing or assigning games and reviewing results much easier. When playing live, students can see the class accuracy reflected as it updates the leaderboard live with each response. There are thousands of games available in the library, making it easy to get started or create your own.

7) Kahoot!: Some big changes to the layout and options of the platform make it easier to navigate and review questions in class. Teachers can now assign “challenges” to students as a fun way to practice by sharing a code. The new “Nickname Generator” creates fun and unique usernames such as “Mystery Panda” or “Fantastic Bat” to students. It definitely saves time rather than waiting for students try to come up with their own “creative” names.

8) Kidblog: Blogging has many benefits for helping students to express themselves and begin to develop their online presence. Teachers can provide students with a variety of writing prompts to not only assess student learning, but promote creativity, communication, collaboration and digital citizenship skills. With Kidblog, teachers can even AppSmash (use two or more apps or tools together to complete a task) by embedding other tech tools into the platform, such as Buncee, Flipgrid or by uploading images and documents directly from Google Drive.

Creativity, Assessments, Interactive Lessons and More

9) Buncee: Buncee, a versatile presentation and assessment tool, is great for creating multimedia projects full of animations, graphics, audio, and videos. Choose from thousands of templates, backgrounds, animations and other graphics to create invitations, classroom signs, and unique “Buncees” for any purpose. Buncee enables every student to find exactly what they need to add into their project and to bring out their creativity.

10) Formative: An interactive tool for creating formative assessments, for use in class or as student-paced practice. Students enjoy using Formative because they receive feedback quickly, they are able to “show” their work and when done as practice, move at their own pace. Teachers can create Formatives with different question types, content and even the ability to upload and transform files. Try having students create their own Formatives as a way to have more personalized and authentic practice.

Immersive Learning, Coding and Problem Solving

11) Nearpod: Nearpod continues to be a game changer in our classroom. It provides so many options for presenting material as well as assessing students through diverse activities. The chance to be immersed in the virtual field trips and explore places around the world is of tremendous value for students. Educators can quickly create interactive lessons which include multiple question formats, the ability to upload content, BBC lessons, PhET simulations, and even add in GIFS! Nearpod integrates with Google Classroom and Canvas, and most recently with Remind, making it even easier to share lessons. Nearpod also added 27 “College Tours”, available in VR, a great way to have students experience different schools by immersing in the campus, without having to travel the distance.

12) CoSpacesEDU: CoSpacesEDU provides students with a way to not only create their own “spaces”, but to be able to walk in the spaces created by their peers. To explore in VR (Virtual Reality) and problem solve by figuring out how to code using Blockly, offers students a truly authentic way to learn, create and problem solve. The Gallery is full of examples to get you started with ideas for your classroom. Use CoSpaces to have students represent a scientific concept, a book report, or create a scene representing something studied in any content area. Talk about creativity, imagination, innovation and critical thinking, and more all in one tool.

In the End

These are just 12 of the many tools out there for education. The most important thing to remember is the “Why”? behind using these in the classroom. While these 12 tools made a difference in my classroom, they may not have the same impact in yours, but I do recommend giving them a try. 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 be used in place of another, as a way to engage students more in learning, or even better, provide opportunities for students to move from consumers to creators?

My advice is to simply choose one of these 12 tools and give it a try. See how it goes, ask your students for some feedback, and then plan your next steps.

A Classroom’s Journey To Student-Led, Interactive Lessons

Written for the RUBICON SUMMIT

About two years ago, I found myself struggling to find ways to keep my students engaged in the lesson. I tried to get them involved more in class activities by offering more choices and providing opportunities for them to be part of the decisions made about what we were doing in the classroom. Why did I do this? Partially because I saw – and could feel – a decrease in student motivation and engagement. It was approaching the end of the school year, and the focus had shifted more to “when does summer begin?”

So I tried to do things a bit differently, think creatively, and take some risks. I wanted to keep us all moving, to finish strong at the end of the school year and begin summer vacation with a sense of accomplishment, to celebrate all that we had learned throughout the year and also what we had gained from these new experiences.

Educational Technology and Digital Tools with Purpose
Educational Technology provides so many resources that enable students to learn anywhere and at any time, and at a pace that is comfortable for each student. We can instruct from inside the traditional classroom, ​”​the brick-and-mortar​” ​as it is called, or from anywhere around the world. Using digital tools provides more differentiation and personalized learning, and provides opportunities for the students to move from consumers to creators. When students have choices in how to show what they have learned, they are more likely to be engaged and excited for learning. They will feel valued​,​ and the lesson and learning will be more meaningful because it has been made perso​n​al to them.

Creating Interactive Lessons
What did I change? I started by having my students create some interactive lessons using educational technology tools like Formative, Nearpod, and EDPuzzle, or even games with Kahoot! and Quizizz. It proved to be a very beneficial learning experience for all of us. By doing this, we had extra resources available that could be shared with students who might need some extra practice. I thought it went so well that I decided to take it a step further and start a “teacher for a day” activity during which the students create a lesson based on a grammar topic or vocabulary.

I stepped back and had the students lead our classroom. It was a really good way to learn a lot more about the students, to better understand what their needs were in terms of the content material, and for the students to learn about each other. Giving students the control and the opportunity to become the creators and leaders in the class has tremendous benefits and it has been something that we have enjoyed.

Giving Students the Control
At first when students created interactive lessons, I would launch the lesson and control it on the SmartBoard, but find ways to involve the student who created it during the presentation. I eventually decided to move aside, and took a seat in the back of the room, having the student lead the lesson, give explanations, answer questions, call upon students for answers, and provide feedback. Having the opportunity to sit back and experience this was tremendous. The students enjoyed the activity, supported each other, collaborated, and provided some positive feedback to each of their classmates. I was very impressed with how well they taught, led, and learned during each of the “teacher for a day” lessons.

Empowering Students in Learning
The use of these digital tools means ​that ​the “time and place for learning” is no​ longer​ confined to the ​traditional time and setting of the physical ​classroom​. It opens up the learning environment ​to​ anywhere​, at any time and at a pace that is comfortable for the students as well. Learning and having timely, purposeful and authentic feedback is critical ​for growth to happen. When we shift our focus to creating opportunities, giving students the control, leaving the decision making to students to choose ​how t​o show what they have learned, or ​letting them​ design their own assessments, they are more empowered in their learning.

What are the Next Steps?
Have a conversation with your students and ask for their honest feedback. What did they like? What did they not like? Which lesson or format seemed to help the most? What did it feel like to be in control, decide how to deliver the lesson, and experience being the teacher? You can have this as a face to face conversation, students can respond on paper, or use one of the many digital tools available for communication. No matter which way you choose, look to your students for the valuable feedback to decide your next steps. Be sure to ask yourself these same questions and continue to reflect on steps taken and progress made!

For more strategies about integrating technology into instruction, read Overcome

EdTech’s Problems With Blended Learning!

Published originally on Getting Smart December 15, 2017

Coding is one of the topics that has received greater attention in education over the past couple of years. With a greater emphasis on computer science and coding and the demand for knowledge in these areas, there has been an increase in the variety of resources available to encourage schools to provide opportunities for students to learn about coding. The “Hour of Code” takes place annually during “Computer Science Education Week”. The week is in recognition of the birthday of Admiral Grace Murray Hopper, a computing pioneer. To see some of the events and activities from this year’s “Hour of Code” week, go to the Code.org site or check out the hashtags on Twitter for #HourofCode and #CSweek.

The goal of participating in an “Hour of Code”, is to show that anyone can code and to highlight how vital computer science knowledge is for today’s students, as it helps them to develop the skills they need to be prepared for their future. Data provided on Code.Org provide statistics which support the growing need for students to have opportunities to learn about and develop skills in coding and computer science. According to the site, the majority of schools do not teach computer science, with only 40% reported as having courses available for students. For careers in STEM, 71% of the jobs available are in computing, however, only 8% of STEM graduates are in Computer Science. As for future employment, computing jobs are the #1 source of new wages in the United States, a number that is expected to increase. In addition to the future benefits for employment, what are the other benefits of coding for students?

Why should students learn to code?

Coding is something that each student can do and is a more engaging way for students to work on their collaboration, critical thinking and problem-solving skills. Coding can help to promote SEL (Social and Emotional Learning) skills as well. For example, in working through the various modules available on Code.org or through other coding programs, students develop their self-awareness as they work through the challenges of coding and they develop a greater understanding of their strengths and being able to set goals for oneself based on this self-awareness. Students will become more confident as they problem solve and experience success along the way and by helping peers as well. Students build relationship skills through the collaboration during activities, seeking and offering help when needed and learning to cooperate with one another to solve a coding challenge.

Students can also experience more inquiry-based learning, where they are exploring on their own, problem solving and discovering how to make a program work, where the steps fit in and then being able to share the experience with one another. Personally, I enjoy trying to work through the activities on my own, to experience the challenges and be better equipped to anticipate student questions, but also to be more familiar with areas of struggle.

Getting Started

The idea of coding can be a bit overwhelming, at least that is how I felt when I first started a few years ago with the game Hopscotch. It was challenging to create a game and it took a lot of patience to push through. However, back in the early 1980s, as a 7th-grade student, I had my first experience in writing lines of code with the Apple computers. Once you learn the basic structure and the commands, it is a gradual process that does not seem to take too long to master. Even nearly 35 years later, the concept of coding really is quite the same, except that we can create more visually engaging games and programs. There are so many resources and websites available to help educators and students get started, making it less intimidating than it may initially seem.

When trying some of the resources below, be sure to engage students in discussions about their experience with coding. Encourage students to share with their peers and talk about professions which require coding skills or to brainstorm areas where knowledge of coding will prove to be beneficial. Providing this time for students to interact will help them to develop their SEL skills, by building peer relationships and supporting the classroom culture.

Working with students

Be ready for students to express some frustrations when trying to work through the activities. Even if you don’t have experience coding, it’s a great opportunity to learn right along with the students and in many cases to learn from them. How do you prepare? I recommend trying each of the activities on your own, so you are familiar with the set-up and the types of tasks that the students will be completing. As a Star Wars fan, I started with the basics and did encounter some difficulty mid-way. As it turns out, a few of my students had the exact same problem with it and asked for help. Although I did figure out how to work through it, I wanted them to work through it on their own as well. We need to give students time and space to problem solve, to ask for peer support and to experience the frustration that comes with solving problems and the joy that replaces it when the solution is reached.

Seeing the students begin to collaborate and step in to help their peers, demonstrated the benefits beyond just learning to code, it promotes their SEL skills. A lot of what is involved in coding is critical thinking, problem-solving and definitely collaboration and with all this comes an amount of frustration perhaps when the code does not work as one expects. This is when we see the students start to connect and help one another and I have also seen students become very frustrated, understandably but it is what we do with that frustration, pushing through even in the face of challenges, knowing that there is support available amongst peers and the “teacher” in the room. There is always an identifiable teacher, but as we have learned in our classes, we all have something to learn and something to teach.

Ten resources to try

  1. Code Studio: A part of the Code.org, there are full courses available for learning different types of code, for different grade levels, as well as one-hour tutorials on themes such as Minecraft and Star Wars. Teachers can also use the “App Lab” and “Game Lab” to help students learn how to create using Javascript. Also available are more than 20 million projects created by students.
  2. Scratch: Created by MIT, Scratch is a website for more than just programming. Scratch provides an online community for sharing projects and for learning from the library of resources available on the site.
  3. Code Academy:  Through Code Academy, you can enroll in courses to learn how to program, or search the catalog to find a specific language to learn, such as Java, Javascript, HTML and CSS, for example.
  4. BrainPOP: Teachers can engage students in the “Creative Coding” module, in which students create stop-motion animation movies, memes and newscasts. Students follow the instructions to write their own lines of code and see how each line changes the program. Working through the module leads students to create their own codes and publish a movie or create a meme. The Creative Coding module is free for Teachers through the end of the year.  There are also lessons available which focus on Computer Science and Coding and offer a variety of activities for students to develop their skills.
  5. Hopscotch: an iPad app in which students can learn to make their own games and apps, available for students ages 8 and older. There are tutorials which include videos and lessons plans, making it easy to get started with this in class.
  6. Swift Playground: An iPad app that enables students to get started with coding quickly, without any coding knowledge. Students can start by solving puzzles in order to learn the basics, and then continue through challenges to do more advanced coding.
  7. Pencil Code: A collaborative programming site which provides resources for teachers, student project samples, and choices of creating games, playing music, drawing art, and working with mathematical equations and graphing.
  8. TeachersFirst: There is a rather extensive list of different types of websites for coding based on theme and grade level for getting students involved.
  9. Girls Who Code: A non-profit organization which focuses on closing the gender gap in technology. Girls Who Code offers information for creating after-school clubs for girls in grades six through 12 to learn about coding, as well as two-week-long summer courses and a seven-week-long specialized summer program for 10th and 11th grade girls to learn about coding and job opportunities.
  10. Khan Academy: A non-profit organization which offers free educational resources including practice activities and videos, which enable you to learn at your own pace. Khan Academy provides lessons on Computing, with options including computer animation, hour of code, computer programming and computer science. It is easy to get started by either choosing the basics and working through a whole lesson, or selecting a specific concept.

Coding is not just about learning to write a program, it’s about connecting with the learning and building relationships in the process. Learning to problem solve, collaborate and work together to build skills for the future. Developing our interpersonal skills and fostering the development of meaningful and supportive relationships in the classroom will empower students in learning.

I have really enjoyed getting to know the creators of Quizizz and being able to try some of the new features and learn about how they got started with this great learning tool. I am impressed with their dedication to creating a learning tool that will engage students in learning and offer more ways for students to engage in more authentic experiences. There is more to come from them, stay tuned!

Quizizz has continued to improve and add new features over the past two years,  especially with the option to assign games for practice, which students can do wherever they are, at any time. There is so much discussion and debate about the value of homework, and the “value” in having students complete the exact same assignment. Quizizz offers a better way to engage students in more authentic practice and be able to receive feedback available instantly. It is of great benefit for students to then be able to review their responses after completing the game. Learning opportunities like this are much more authentic than having students complete a traditional worksheet.

Joining a game of Quizizz simply requires sharing a join code with students, whether it be during a live session or assigned as a practice game. Teachers can set up a practice game for students and extend the time period that the game is open, for up to 15 days, and if students start the game, they can resume at a later time by using the same login information.

In addition to these ways of sharing the game, I was absolutely thrilled to find that I can assign the games directly to my students through Edmodo which is our base for our class.  I had been sharing games by posting the join code on our class pages in Edmodo, and I had no idea that this option existed until I created the game for practice, and it showed up as an option. Let me just say that my students in the room wondered what happened because I jumped up and yelled “YES!”  I really was excited to see this available. 

How does it work? When assigning a game for practice, you now have the option for sharing to Edmodo. When this is done, it creates an assignment where you can choose which class to assign it to, and you can also provide additional instructions. Once completed,  it posts the game directly to Edmodo for students to access. This addition makes it a lot easier to share games rather than having to remember the join code or going back to search through the reports to find it. Quizizz also integrates with Google Classroom.

Earlier this fall, Quizizz also launched their app, ZipQuiz, full of games to challenge friends in different content areas. Read about it in my prior post here.

 

Stay tuned for some new things coming from Quizizz, not going to give any details yet, but let’s just say, they’ve got some really great updates and features coming out very soon. Stay tuned!!

 

These are just a few of the newer updates to some very popular digital tools. If you have not tried them, choose one and start there. See what your students think, and see how adding just one of these in can increase student engagement and provide more meaningful practice for students.

Next up, taking a lot at the AR and VR tools available! Metaverse, Merge VR, CoSpaces, ARKit

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