Blended Learning in the K-12 Classroom
Blended Learning: A combination of online and face-to-face instruction to help personalize the learning experience.
K-12 Educational Technology by Sarah L. Lowey
Wednesday, April 18, 2018
Powerful!
What are your thoughts as you watch this?
I can say, without a doubt, that it made me reflect on my own actions, as well as the actions of my friends, students, and family.
Wednesday, October 25, 2017
Virtual Reality in Education: A Review
As a history teacher, I am incredibly interested in the VR
experience for learners. Every history
teacher strives to provide the first person perspective when trying to teach events
in true historical context. Now with the
VR, students can have a more authentic first-person experience. I personally see the tremendous learning
value of being able to put a learner into the actual culture, location, space,
and time of a people. To me, this takes
the experience and engages all of the senses in ways that words in a book, or
film clips cannot possibly do. While
doing research for this project, I came across some great sites and a multitude
of apps available for education. Since I
am an avid Discovery user, both as an educator and as a private consumer, I
came across Discoveryvr.com. Discovery’s
VR experience offers several ways to watch, including Mobile Device options, VR
headsets, and 360 Video (http://www.discoveryvr.com/). I also need to mention that this site offers
information on the Google Cardboard, the much more economical solution for
those interested. It would seem this
tool is still very new, and there are limited videos and experiences targeted
specifically for education. Since I do
not have a VR headset, I watched the Civil War 360 videos in a browser. I must admit the entire time I was watching
them, I wondered what it would be like to experience with a VR headset. It really is difficult to provide an actual
critique or review on these products without the full experience. However, I will say that I will be keeping an
eye on DiscoveryVR and am intrigued where they will go with this. One can access more education-specific
information on this tool at the following link:
http://discoveryeducation.com/DiscoveryNow/vr.cfm.
VR Review Non-Educational Industry
While perusing other Virtual Reality experiences that were not
necessarily developed specifically for the education industry, I came across a
TIME virtual experience that has been created about Pearl Harbor. This VR experience is only available on
Viveport, which one must have an active subscription to use (Rothman, 2016). However, I can see value in adapting this
experience for education and using it as an additional tool to bring history
alive for students. Reading through the
reviews of this experience, it seems to garner mixed emotions. Some enjoyed the experience, while others
were disappointed in the experience. Because
I do not have access to the required VR headset for this experience, I can only
go by the screen shots, article, and existing reviews about this VR experience
on Pearl Harbor. I still believe there
is value in exploring this further and that if schools or classrooms already
have access to this technology, it may be worth investigating this and other VR
experiences from TIME.
Conclusion
When it comes to this type of immersive technology, the user
expects an ‘out-of-this-world’ experience.
Because of this, I think developers may have a difficult time finding
that happy medium between consumer expectations and meaningful experiences. We also have to ensure that the VR and AR
experiences offer quality learning. I
think that this may be where the challenge lies within the industry. Relying on both programmers and educators to
come together to create an authentic VR/AR experience that truly enhances
learning. When we look at taking VR
experiences not necessarily created for K-12 students and the K-12 classroom,
we have to be cautious as to the actual intended learning goal and outcome, and
that the tool is actually in alignment with that goal. If the user is going to engage with objects
and material in a VR experience, what is it that we want the student walking
away with? When we start utilizing these
powerful tools in the classroom, they must be embedded in pedagogy and
curriculum. Giving a hand-selected group
of teachers the ability to explore and use the various AR/VR tools available
and share their lessons, ideas, and recommendations would be a great way for
districts to begin this process.
References
DiscoveryVR: http://www.discoveryvr.com/
Sunday, October 1, 2017
BLOGGER FOR THE K-12 CLASSROOM!
Considering using a Blog in your K-12 classroom? Take a look at this informational video for ways in which you can use this powerful tool to promote social communication and learning!
Considering an LMS for your K-12 School or Classroom?
As part of a research project for my M.Ed course of study in Instructional Design and Technology, I looked into 3 LMS platforms that can be utilized in K-12.
View the video below for more information!
View the video below for more information!
Using Standards to Guide Instructional Design
Having
standards by which we create lessons helps us to ensure that we are creating
and curating quality learning experiences—offline and online. The ISTE standards were created to help our
students thrive in a technology infused, globally connected world. The standards give educators a framework to
re-think the teaching and learning as they set out to create life-long learners. Standards set the bar for everything we do,
whether in education, or in our business.
We have standards (or guidelines) for our jobs, and we have expectations
when we engage others in business. ISTE
standards help us embrace technology and its role in education. Although they were created for K-12, I
personally think we should be applying them at all levels of education and in
the workforce. Why stop when they
graduate high school? ISTE standards can
help us define the learning in higher education institutions around a global
set of standards and when we think about applying them in the workforce,
imagine the possibilities! How many jobs
are remote or home-based? How many
people are working on remote teams from all around the world? To me, it just makes sense to take these
standards beyond K-12 and apply them to create a world in which we all can
learn how to be responsible digital citizens as we connect with people from
around the world.
SCORM
basically tells e-learning software programmers how they can write their
programming code so that it can interact easily with other e-learning
software. In other words, if I create a
course (or course content) using SCORM compliant software, that content can be
shared in any LMS. As an Instructional
Designer, I do not have to apply SCORM, but I do have to know that it is how
learning content is “packaged” to be used across LMS systems.
When
it comes to best practices for technology enhanced learning, we could list
several effective strategies tied to learning theory and standards. I choose to focus on instruction, or the
experience. My thought is if we focus on
what instruction should look like when we utilize technology, then we can
create experiences that are not necessarily technology-centric, but educational
goal oriented. The key is to look at
these intended outcomes from a technology standpoint:
·
Students explore
·
Instruction is
interactive
·
Students perform
authentic multidisciplinary work
·
Students work
collaboratively
·
Teacher is the
facilitator (Williamson & Redish, 2009)
When
we look at the above list, and we think of ways in which we can engage our
students using technology, students can be given an opportunity to explore
online, via a google search, for example.
Interactive instruction can be readily available through simulations,
games, and multimedia content. We always
encourage collaboration with our students, and discussion boards, blogs, and
social media are great tools to help our students learn how to collaborate
outside of the classroom, as well as in.
And of course, our teacher as a facilitator is one we’ve heard for a
while. When we utilize technology to
help our students learn new concepts, explore, and collaborate, we are
inherently put in a more guide or facilitator role. These practices are taken from “ISTE’s
Technology Facilitation and Leadership Standards” and provide a solid
foundation for us to start thinking about ways in which we can utilize a
variety of technologies to create engaging learning experiences.
References
Williamson, J. & Redish, T. (2009).
“ISTE’s Technology facilitation and leadership standards.” ISTE (International Society for Technology in
Education). Retrieved from: http://www.iste.org/images/excerpts/TLPREP-excerpt.pdf
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