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Gamification

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Describe gamification and the two distinct ways it has been used in the classroom. Gamification is the process of using a gaming-type environment to deliver a specific lesson or message to the players.  Players/students can learn specific content, in the realm of playing and competing in games. "Gamification is the process of using game mechanics and game thinking in non-gaming contexts to engage users and to solve problems. Gamification leverages game design, loyalty program design and behavioral economics to create the optimal context for behavior change and successful outcomes." (Gamification When it comes to Education) In the classroom, gamification has been used to teach students new material.  By creating a gaming environment around a lesson, teachers can develop engaging, competitive environments for students to explore and learn content. Additionally, gamification can also be used to test students knowledge.  By moving the testing elements to a gami...

Computational Thinking

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Computational Thinking Activity 1:  Code Studio - Mickey Mouse!    https://studio.code.org/c/565405261 Activity 2a:  Trinket - Mickey Mouse - again!   https://trinket.io/python/754d9782b7 Activity 2b: Christmas tree: Define computational thinking and describe at least five skills included in computational thinking “Computational Thinking (CT) is a problem solving process that includes a number of characteristics and dispositions.”   While it is NOT computer science, it does involve the use and development of computer applications.  These applications can be used across all disciplines, including science, math, and humanities.  Students and teachers that learn to use Computational THinking will be able to identify relationships between academic subjects, as well as applications to their real world environments. Some of the elements of Computational Thinking include: Decomposition : Dissect data, processes, or problems int...

Augmented Reality

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Augmented Reality via GIPHY Augmented Reality and 3 reasons it might help promote learning in new ways. Augmented Reality is exactly what the name describes.  It is the ability to take the actual world that we experience, and augment it to include visual or data integration, that can enhance or alter the experience of reality.   This is different than my previous blog on "Virtual Reality", which provides fully generated environments that you can interact and immerse yourself into.  Augmented reality "adds on" to the real experience with educational or entertainment that is otherwise not present. 3 ways that companies are creating AR products for use in educational settings. Augmented reality has some significant advantages for improving engagement and experience in the educational setting.  One of the more common uses is the ability to introduce 3D visualization in the classroom, as part of an existing 2D presentation on screen.  As example...

Virtual Reality

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https://www.thinglink.com/video/1021210775143841793 Define virtual reality and contrast its barriers/concerns and potential uses for learning. Virtual reality (VR) is a simulated environment, through a computer or other tech provided visualization)  that allows you to experience things that do not really exist (at least in that environment).  You should feel you really are there, both mentally and physically. Virtual Reality needs of the 5 characteristics.: Believable : Environment needs to be believable, where your mind is allowed to percieve the environment as real. Interactive : You need to be able to move around, explore, and decide where you would to move, similar to real world exploration. Computer-generated : By definition, only a computer can effectively create a visual and auditory envirnment needed to create VR. Explorable : Simliar to Interacive, VR needs to be explorable, where the use canmove about and navigate within the developed environment. ...

Trends & Challenges

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Universities and corporate training facilities have been investing in information technologies to improve education and training at an increasing rate during the past decade 1 .  Due to legal requirements, many large organizations are challenged with training large number of employees in as little time possible.  Training is important for several reasons; 1) it may be required by law or corporate legal standards to minimize liability 2) if done properly, it can better develop employee skills and efficiency at their job.  But in order to limit cost and training time, corporations are more frequently engaging in standardized content, delivered via online platforms. The challenge with standardized content is that the message, techniques, and urgency is often lost in translation from one industry to another.  If the training content is built around a standard industry, it is often difficult for content to connect the relevance of the training to the employees da...