Friday, April 26, 2013

ContentSocial Media: TechLearning Conference (SQWORL.COM)

The livesteream of a techlearning conference displayed various ways to use sqworl.com and Google docs to motivate and teach student learners.

1. The teacher can build in the assignment and assessments in real time. This allows the teacher to see instant progress of the students and determine who may be struggling and needs help. With the real time capability, the teacher can also determine if lessons need to be changed or if students need partners.

2. Teachers can curate relevant, engaging content. By using this method and utilizing sqworl.com, a teacher can create and implement motivating lessons associated with their specific curriculum discipline.

3. Students can work at their own pace to complete tasks and submit assignments. By accessing sqworl and Google docs from the website, students can start a project or assignment at school and finish at home or at the library. It is convenient enough to allow students to regulate the pace in which they complete the work assigned.

4. Students like options. Be sure to give them relevant, explicit choices in the learning.

5. In curating assessments, ALWAYS have a backup plan!

5. Power My Learning is broken down by subject discipline: math, science, language arts, history, etc. Lessons and activities can be assembled on the website and imported for use on the Google doc or print. Using this application adds variety and acts as a means to keep students engaged.

6. In using this application and importing to Google docs, you can add sound, voice overs, and other tagging options for viewing by the students.

Also, I like how the facilitator of the workshop used Google docs on the projector screen and had the workshop participants participate hands-on.

The Future of Education

The filmmakers were headed in the right direction with being able to see another person via a "computer" screen. That aspect reminded of present applications like ooVoo, Skype, FaceTime, ect. It was interesting to see that even thirty years ago, we wanted the capability of being able to have access to other people who are not in our same location. Even though the set up was a bit exaggerated compared to how video calling/conference actually is today, the overall concept was along the same lines of these modern day applications. With distance learning more prevalent today than ever before, I could see the similarities of the teacher being able to have access to the students even if they were not physically in the classroom. We see this same format with Wimba, BlackBoard, and other applications that allow educators to communicate with students despite their specific location.

The young boy being able to speak to the computer and operate the device with voice is very similar to speech to text and other accessibility programs that we use on smart phones, computer, tablets, and other devices. Although the screen is nothing like what we use today the concept was basically the same. We can tell our devices what to do. We can even hook up devices and control them from remote places. This can be seen with Bluetooth capabilities especially in vehicles.

Technology is so advanced and new innovations are occurring so rapidly until I can't predict what the future will be like. I have wishful thinking of teleporting, flying cars, and all kinds of inventions that will continually change the way in which we thrive and live. In education, I predict devices that will assist students on every level (mental, physical, emotional, etc). We already have so many innovations and devices that have completely changed the way we learn and teach. One thing I know for sure, it can only get better. Why you may ask? Because if no other technologies were made after today, we have come so far from pix-elated screens, type writers, huge monitors/CPUs, until we can make great use of and find new ways to use our already existing technology.

Thursday, April 25, 2013

This concept is quite interesting. I would like to think that our world won't become so impersonal and driven by technology to the point where we can not thrive if it were not to exist one day. I also am a firm believer in God and my rearing (or upbringing) in the Word won't allow my brain to process a world or place we live in as such.

But I digress....

He makes a great point. However, I am confused as to how this will benefit the future. Why do genomes or genes need to be counted? I know this may seem like I am ignorant...but I guess I am ignorant to this in the sense that I have never thought about it. And being just an ordinary civilian who goes about her daily life work, school, church, family, friends...I haven't really thought about how aging happens or ways to pinpoint when it happens. Guess I am a simple country girl...you're born...you live...you die...you hope that your name is on the role to make it into heaven.

Things like this video also make me wonder why do we even want to know stuff like this in the first place? I don't know...

Immortality is just not something I care to entertain. . .

The Science Behind Foldit

Now first me let me say that I am not a math and science type person at all. I have always had to work harder than peers in both those subjects. It took me a while to get the concept of the game and really see what I was doing. And in all honesty, I am not sure if I completely get the objective of the game but I can clearly see the benefit in it though. However, after looking  over the website and drawing from things I previously know about protein (which isn't very much by the way), I concluded that the game is quite insightful and if used innovately can be a great asset to the student learning process. The graphics are phenomenal and even though I had no idea what I was doing, the mere look of the game with the 3D effects bright screen made me want to learn and succeed at the game to reach the amount of points needed to complete a protein strand.

There is no doubt that a teacher can use this gaming application in the science classroom. It can be implemented as a supplemental learning tool, a reward, or means to motivate learners to learn how to connect and understand the dynamics of protein as it relates to the lessons on the subject during lecture time in the classroom.

In addition, the hints and window pop ups were extremely helpful. They showed me ways to connect the strands and clear a clashings. Being able to see the points decrease and increase when moving the strand forced me to be alert as well as take notice of exactly what I was trying to accomplish. I think this application can be a helpful tool outside of the classroom too. Students can practice at home or a local public library. There is chatting tool right on the screen. So teachers could require that students chat and asks questions using this tool for bonus points or some other creative way to incorporate an incentive.

MathLab Gamification

Case Study:
Math Teacher Uses Gamification to Help At-Risk Students Succeed

"You don't have to be good at gaming to be good at gamification."

The concept of gamification still intrigues me greatly. Just like this very class in which I am writing this blog for still amazes me. I love the pace. I love the gratification after completing a level or receiving a reward or seeing a new rank or points that have been added. I am an adult learner and if those simple things inspire and motivate me, I can only imagine the impact it can and will have on students especially at-risk students who are already struggling to achieve.

My hat is off and kuddos to this teacher and the almost seemingly perfect integration of technology in the form of gaming to her students. I especially like the concept of the avatar board. The avatar evolves with the student as they learn and "level-up". Brilliant!

Gamification takes:
Preparation
Dedication
Extensive prior planning
Adequate resources
Creativity
Motivation
"Tweaking"

Great, inspiring case study!

Tuesday, April 16, 2013

Oh wow! Where do I start!

This was by far the BEST experience I have had in Second Life to date. My classmate Amy was AUsome :)! It took me a while to get my avatar situated but with Amy's help and when my common sense finally kicked in, I made the box and sat with Amy.

Now, I have been quite skeptical of SL but this gratifying feeling of just feeling accomplished proves to me that gaming can and will most set precedence in education if used properly. After I researched and did the gamification movie, I wasn't completely sold on gaming as a whole. I could agree with the benefits but was unsure of the actual implementation. But as we say in 4H, the students learn most by DOING. Boy oh boy, doing that just gave me so much life and dare I say it, I am proud of myself.

It has been a rough semester for me. And although this may seem farfetched, I came to work this morning thinking I am going to be great today. I feel great. I had a great weekend. I look great. I will do great in all the things I endeavor to do on this day. Even took pics on the way to work and posted them on instagram. Just in an all-around great mood which is rare for me on a Monday. Now who would have thought building a box in a virtual world with my classmate and simply sitting would make me feel  ot just great...but the GREATEST!

I built a box. I sat. I am great. :)

Interesting Challenges in Learning Games

Interesting Challenges in Learning Games


What do you find most interesting about using Games for Learning YOURSELF? and What do you PERSONALLY consider the biggest challenge to using Games for Learning in your Learning Environment?
The most interesting part of games for learning like I have mentioned in my responses before is implementation. This school has found a way not only to integrate but more importantly implement some very favorable techniques, methods, and strategies to obtain the most advantages from gaming to learn. We can talk about integration all day and all the benefits and what we can do to make sure it’s relevant for our learners. But having actual plans for implementation is “a-whole-nother” story.

 However, I think that implementation is also the biggest challenge as well. As educators and coming from someone who has sat in on countless meetings that focus on how to implement an initiative for hours just to have the same people leave the meeting and talk amongst themselves about how it can’t be done, the strategies won’t work, everyone won’t cooperate, there is no real implementation process, and I could go on and on. It was truly impressive to see a school recognize the problem, devise reasonable solutions, integrate technology holistically, and implement a plan that motivates students, encourage creativity and higher order thinking, and glorifies learning gratification with results to back it up.

Friday, April 12, 2013

Navigating in Second Life (Eagles Island & more)

Boy oh boy! I just spent most my morning in Second Life on Eagle's Island. The controls are sometimes impossible and I did get frustrated. However, it was quite gratifying when I mastered the controls and got my avatar to fly, sit, run, and roam around the island! *light bulb* Soooooo, this has to be the feeling of gratification that I have researched about and even mentioned in my gamification video. Oh the irony right?!

Well, aside from feeling just a bit accomplished here, I am still not #teamSecondLife. I can see the benefits and it is interesting but it I do honestly believe moving around could be made a little easier. Although, I did see where SL is constantly updating, fixing glitches, and improving its current state. That in itself is nice to know.

I think I may need to keep at it. I mean the saying does goes, "Practice makes perfect", or was it "practice in second life is going to drive Jay crazy!" Either one I need to move and learn how to navigate more efficiently. I still have leaves in my hair from hitting that tree!

Below are some pics from adventure on Eagle Island!










Thursday, April 11, 2013

Second Life WELCOME!

I have tried my very best to enjoy and like Second Life. But honestly, I am not a fan. I can do a laundry list of things that I just don't like about it actually. However, the welcome island tour was nice and it forced me to navigate through a little better.

I am still having some trouble positively connecting Second Life to education. But I do think that stems from my distaste for the application prior to this course. I can see some benefits but my apprehensions seem to out weight them. Second Life is by no means  horrible. I have actually been thinking of ways to incorporate it into a lesson or an activity so I can make more sense of the use and potential benefits it could have for students.

So for now, I will continue to "walk" through and figure out ways to wrap my brain around my Second Life!


Tuesday, February 12, 2013

Second Life. . .

Surprising to me I joined second life  one year and 3 months ago at the request of my supervisor. He said he indulged for fun and that I should set up an account and see for myself. He was quite fond of it and I seen him on it a few times while at work. At his suggestion, I got an account and downloaded it to my work computer. I hated it! I know, I know. Buuuuut give me a chance to explain.

Just moments ago I set up a new account and put it back on my computer at work. When it finally logged me in it was the old account. I left it that way and started to "look" around. Instantly I had some friend request invites and some teleport invites. I am still unsure of how to use Second Life or request anything of others just yet. I did however figure out to chat and ask how on earth do I use this thingy!

Now, I may be taking a leap here and some may disagree. But I am not enthused nor do I see the positive and for sure I do not see the user friendly effectiveness of participating in a second life. I read a few articles and listened to a few gaming videos about pros vs cons of actively participating in second life but I can not fathom the implications it would have on education. Or it could just be the virtual world in which I am existing as an avatar at the moment. As I type this blog, I am switching back and forth from second life and trying my best to produce a blog that is both reflective of my opinion but also a blog that is conducive to the instructions of the Game Lab for this particular quest.

I was not too fond of second life when I was introduced to it over a year ago and after surfing...oops..let me say "living" in second life for most of the morning, I am not sold on how it can be great for educational purposes. I am struggling to see where a blog or podcast or even a game with quests like Game Lab or discussion like that on BlackBoard doesn't somehow serve a better purpose than sitting in front of a computer living vicariously through an avatar of your choice with people you don't know.

Now, maybe I need to broadened my scope of the situation at hand. Maybe I need to dig deeper. Or maybe I need to think outside of the box so that I can really see how practical this could potentially be for education, teachers, and most importantly students. I can't help but think of the very communication process itself. Rhetoric as we know it has changed immensely since the emerging and now monopoly of electronic devices and their vast capabilities. So many other forms of communication have replaced the actual "talk". Second life seems very informal to me. I am all for being comfortable and even support unconventional methods of teaching and learning. I am just not sure if I am agree (especially with younger students) and the self esteem issues that arise around the puberty age if hiding (if you will) behind an avatar is the best way to enhance and promote learning outside the classroom. I do think it is important to enhance social skills and in my mind a Skype session or discussion board or wimba or VoiceThread or oovoo or many other types of applications may be more practical than second life.

Seeing as though I am not exactly a fan of second life....I must do some more research outside of actually participating in the "game" to clarify some things for me. With that being said, I look forward to seeing, reading, hearing the views of others because it is just not clicking for me. . .


Evernote!

Evernote!

I still find myself blown away with the technological advances that are steadily being created and utilized in the world today. So many devices, tools, and electronics can be used to enhance and have ultimately revolutionized the way in which we learn as well as teach.

We are all on the go! Its the way we live. Its fast paced. Its busy. Its non-stop. Education is no longer confined to the four walls of a classroom with desks and a chalkboard. Learning is literally everywhere! Teaching can be done from almost anywhere! Evernote is one of those handy tools that can be used on multiple devices that we use everyday. I for one use my android phone, iPad tablet, and even computer on a DAILY basis. So the geniuses of the world make is so easy to stay abreast and active through these devices. So why not for education if we are using these devices anyway?! Nope, I am sure you can't come up with a logical reason not to use them.

Evernote!

The possibilities with Evernote seem endless to me...

Here are few ways I can see this tool being used practically:

- e-portfolios
- digital portfolios 
- class projects (in any subject area)
- introduce students to advanced technology use over an array of devices
- professional development (for teachers and administrators)
- for extensive note taking (teachers can always check up on students or award points for taking notes in class)
- store images or other items for class purposes or discussion
- use Evernote as a workspace
- materials can be transferred from one device to another
- tool can be used in different settings (at home, in the classroom, or on field trip :) etc.)
- can access the materials stored with Evernote in the future (I'd like to think of this as building onto education from one grade level or class to the next)
- option of group or individual storage and passwords OR a mixture of both

Evernote!

Wednesday, January 30, 2013

Video Game Seduction Secrets

Compelling findings:
- intrinsic desires
- motivations
- "with games, learning is the drug"
- master skills
- constant progress
- continually evolving change
- autonomy
- games notice
- established reward systems
- elements of the unexpected to stay compelled
- disproportionate feedback

Gaming and learning.

There are many similar characteristics between gaming and learning. Some of the same things that motivates us, enthuse us, and intrigues us about gaming can be applied to learning. In learning just as in gaming, you want specific motivators, constant reminder or progress, rewards for advancement, excitement in reaching or mastering a new level, and feedback that is conducive to the skills being mastered.

With gaming being so prevalent in a large billion dollar industry, educators have to adapt and implement. Adapt to the changing learning patterns of a generation of students who are born into the constant use of technology. Adapt to the consequence it has on their attention spans, the way they learn, and how they comprehend. Implement a full proof lesson with these advantages/disadvantages in mind. Implement gaming as a resource and not an "activity". Implement the concepts associated with gaming like those listed in my findings above.

Learning and gaming.

Innovative.

Fun.


Top Ed Picks for 2012

Top Ed Picks for 2012
Choice 1: e-Mentoring for Student Success -----> http://newteachercenter.org/services/emss

eMSS is a very intricate program designed for new teachers. A well thought out initiative that is now being used world wide for mentoring teachers in math, the sciences, and even special education instruction. eMSS aims to increase retention of teachers in those subject areas because so many schools nationally lack educators in those fields. The program has an online community, offers free services, and provides information for products and resources. The goal of the program is to of course increase teacher retention but also to encourage new teachers, build expertise, and professional development and growth.

Top Ed Picks for 2012
Choice 2: Turnitin Leading Plagiarism Checker ----> http://www.turnitin.com/

I was first introduced to turnitin.com my senior year of undergrad at Auburn University. I had no idea why my professor wanted us to submit our papers and other writing assignments to this website. After a little research, it was all too clear. No one wants their work copied or stolen. In addition, doing so is wrong and turnitin matches whatever you submit to other writings in the database to ensure it is indeed YOUR written work. Aside from the obvious plagiarism check the site is known for, it can be used for grading, rubrics, and other resources. They offer resources and products as well as training and support. It is easy to navigate the website and setting up an account is user-friendly and simple.

Thursday, January 24, 2013

Gaming saves lives...no, wait...could this be an epic epiphany?! YIKES!

  •  Can play and learning be combined?
     Now how crazy is that we can possibly even phanthom the thought of fun being associtated with learning? There can't be a way to make learning that interesting through "play". Well, I am one those people who truly believe the over used cliche' that learning is FUNdamental (more emphasis on the FUN)!
    Yes, of course! Yes play and learning can be combined. Playing is a part of growing up. Learning is a part of continued growth. The two together makes for a world where we learn things through a process that just makes sense. It makes sense to enjoy learning. People do better with things that they enjoy. Students are more engaged when they are having fun learning what is being taught to them. So yes, of course playing and learning can be combined. The absolutely wonderful part about the idea is that if it is done efficiently then students all over would never have to worry about learning again. Why? Because they can simply "play"! Well, that may be a bit over zealous but I really believe gaming for learning can and will revolutionize education.
  • What role does acknowledging progress play in successful gaming and is their transfer to education?
    We are all human. Humans like praise. Humans like gratification. Humans like to feel fulfilled. And most of all humans like to be acknowledged. In a game, a gamer can feel all things when they progress from level to level, stage to stage, or round to round in their games. The acknowledged progress sparks this inner motivation to continue to see what is next, if they can do better, or how they can advanced rationally. 
     Acknowledging progress in education is a must. Maybe I am thinking far fetched on this one but acknowledging progress and the lack their of are things educator should do frequently. Whether it is with a point system, star chart, classroom rewards, or let's not forget the simplicity of just saying "Job well done!" or "You'll do better next time!".  In gaming, you can recieve rewards, they are music and specific sounds for advancement/progress while playing, and some games offer bonuses, lives, or power ups with progress. Transferring such behavior to education should be effortless. Yes, effortless. I use the word in the sense of making a tranisition to incorporate something similar to the acknowledging progress process will take consistency, creativity,  and discernment. Students are already learning a plethora of things through and by gaming! Let's cut to the chase....fuse the tenets of gaming with the urgency to relate to and reach our students and the transfer already has grounds to be very effective. 
  • Reflect on Jane's 4 things that games do to make us "virtuosos": Urgent Optimism, Social Fabric, Blissful Productivity, Epic Meaning.
    Amazing how we feel like such better people when are gaming oppose to in actual reality where we live and thrive daily. I was immediately reminded of the movie Surrogates with Brice Willis as I listened to Jane describe the four things that makes us "virtuosos". Funny though that in this world that is completely fabricated we find ourselves displaying actions and having characteristics that we may not have otherwise. The VIRTUAL world infringes upon us VIRTUALLY non existent traits that makes the gamer feel like a VIRTUOSOS optimist with impeccable social skills portraying high levels of productivity resulting in a nostalgic feeling of great purpose. Not so much as funny as it is ironic that gamers feel more comfortable leading a virtual life hidden behind a avatar. After listening to Jane, I can't help but question some aspects of gaming. Is virtual "real-world" gaming as she suggests changing the very fabric of how we communicate and interact with one another?
    In education, I think there must be a fine line drawn in the sand. Gaming is wonderful. Gaming is a wonderful teaching and learning tool. Gaming has the potential to change the way students learn and teachers teach. If I apply the four things to gaming in education I come up with main points:
    1. Students need to be enthused about learning. Learning is a part of growing as I mentioned earlier. Having them excited and hopeful when learning new things is very important. The optimism in them can be bought out by their need to feel accomplished and achieve in gaming. This translates in my mind to students who are eager about learning and the learning process. 
    2. Gaming with others who are learning the same material translates to students collaborating with one another with a common learning goal in mind. In Surrogate, people made friends and were extremely less socially awkward when leading their lives in the body of their surrogate. For example, if gaming is done at home or in a place outside of the classroom students may feel more comfortable and are more likely to contribute and be more socially accessible.
    3. I would love to see VIRTUOSOS students who are oprimistic about learning, develop and maintain social skills, experience productivity in learning, and feel a sense of great accomplishment. All four traits that translate to a student who is having fun while learning. 

    This idea of fusing the two (play and learning) is attainable! Hmmmm. . . I'd give it a GO!
     
     

Wednesday, January 23, 2013

What are YOU doing??? Oh, gaming again...!

Now me of all people would argue you down that I am NOT a gamer. That my life is too busy and I have way more interesting things to do besides "game" all day and night. Well, I am here to tell you that I am Jay and I am a gamer. I always associated gaming with video games like the Wii, PSP, Nintendo, or some thing of that sort. Never did I feel like my beloved scramble, words with friends, and bejeweled were just as much as gaming if I were using a controller. The controller is my keyboard, keypad, and iPad. Yes, I am Jay and I am a gamer! What am I doing??? Oh, yes I am gaming. I am part of millions who enjoy these types of gaming interactions. Funny that what Ted described can easily be translated and used efficiently in my own education process. The thrill, the motivation, the need for achievement, the interactiveness, the engagement, the reward, the advancement...all things that can be used to facilitate my learning.

Soooo, what are we doing??? Oh, yes we are gaming for education...again :)!

Up...Up..And Away! (Aakash Andriod)

Up..Up..And Away!!

It amazes me the way technlogy has cultivated and changed the world in which we live. When I was in school, the computers were almost a treat for good behavior, or making grades, or just because it was your birthday. Years later as I was a teen in the early 2000s, computers became more prevalent but never in just a short 10 years would I have ever imagined the magnitude and need for technology in our classrooms. As educators and lovers of learning it is imperative that we coordinate and implement ways to reach our children in a way that they can understand and relate to. They have so many opportunities and their learning styles are different than when I was "coming along". This device proves that the technological era is still alive and well! All over the world inventors, scientists, teachers, parents, and even students are coming up with, purchasing, or utilizing devices that will enhance the learning process.

The Aaksah Andriod is doing just what it said it would do, and that is make do! It is equipping all those students with the means to have the world literally at their fingertips. I am floored by the cheap costs! Nevertheless, I am impressed with the quality of the device considering the price. Glory, that the device has USB ports! This feature alone changes the way in which it can be used! Having USB ports allows for connection with other devices that will no doubt enhance and rectify the use of such a device for educational purposes. Kuddos to the inventors and implementers! I can envision this device being in the hands of every student in a school. Books, calculators, learning apps, and so much more can be facilitated and used in the classroom daily.The potential is endless and I look forward to reading about the outcome of using the device for students in India in the future.