Friday, February 17, 2017

Horizon Report

Horizon Report

Video in the Classroom Presentation Script


                                                      
                                       
YouTube video link: https://youtu.be/R3wNP4C9GOY




Diversity, Cultural Understanding, and Global Awareness

Diversity, Cultural Understanding, and Global Awareness
As an educator I would model and promote diversity in the classroom by creating a collaborative project that would involve showcasing diversity. Students would be required to create a video using the free app iMovie to create a video presentation related to their culture. Students would include in the film their parent or guardian discussing their ethnic background. The film can include cultural beliefs, foods, and languages associated with their cultural.  As an educator having the students explain their cultural heritage allows for a deeper understanding and appreciation of what each student brings to the classroom. This project would be a good collaborative piece to allow for open-ended questions to give students the freedom to discuss diversity in the classroom. To further promote/model diversity in the classroom could be to have translators and translation apps in the classroom to address language barriers. As an educator I need the students and parents to feel a part of the learning process without the worry of not be able to be heard in the classroom. Including translators in the classroom, would show the parent and student that their voice matters in the learning process. Notably, learning is universal, and it takes a collaborative approach to making learning accessible to all cultures.

Secondly, as an educator I would address cultural understanding by finding learning material that represented all students in the classroom. For example, if teaching reading, I could include different books from all around the world to be read. As an educator, having all students exposed to different literature around the world, would promote unity in the classroom. Each student can relate in some fashion to the reading material and learn to embrace another culture learning curriculum. Another tactic to promote culture understanding as an educator would be to have students work in groups. By assigning specific tasks to each group, students can learn how to express their problems and solutions in a team environment. Students can learn from one another how to resolve conflicts and value everybody’s contributions within a group. Lastly, another collaborative project would be to have each student draw something related to their heritage. Students can use the free app Drawing Something to share their artwork digitally to engage the classroom. Gives each student an opportunity to show visually how each culture operates and provides students with valuable information to understand their classmates. Overall, to understand another person culture is to have an open line of communication to learn from one another.

Lastly, to address global awareness, students can use online apps like a wiki to collaborate and communicate with other students around the world. The wiki allows for students to interact with other international students to form a social bond.  As an educator, another tool to address global awareness is Skype. With Skype, students can speak with other students around the world in real-time. Skype enables students to a have visual of the student they are speaking with to make it a real virtual interaction. Wiki and Skype provide students a way to reach other students around the world to understand how they learn and live. Overall, as an educator to promote global awareness is using online social media apps to interact with other students around the world to learn their cultural history and learning curriculum.

Tuesday, February 14, 2017

Video Game Seduction Secrets


Video Game Seduction Secrets

Playing games provide an effective learning environment wherein there is no punishment in the virtual world for making mistakes but rather an encouragement to try new adventures without judgment.  Having that open-ended freedom to explore the learning environment promotes positive critical thinkers to solve theoretical issues. So, implementing games into the classroom can work in the same manner to have students play educational games that encourage a variety of problem-solving strategies without penalty. The students can have free range to think outside the box to solve complex problems in a manner that best suits them without judgment. Overall, games permit players to have creative control and set the pace of how they will conquer the journey without set perimeters.

Secondly, including interesting educational tools like magic wands or keys that unlock mystery doors to the next adventure, promotes engagement in the learning process.  Learners out of curiosity want to succeed to the next level because of the mystery bonuses and items that await them in their educational journey.  The “acquire, test, master model” engages learners to experiment within the virtual world and challenge themselves to evolve through intuition (Stuart, 2011). Games like Portal 2 used the concept of puzzling challenges to promote experimentation continually with the virtual world and rely on the players to use their reasoning on how to solve the problems. Overall, the tools are an added exploratory feature embedded to enhance the learner’s quest to progress through the game.

Notably, games like The Sims games allows the player to control how the virtual humans will live in their virtual world. The player essentially controls when and how they eat, sleep, and interact in the virtual world. To some extent, players have the creative control to strategize how they will interact with the virtual world. In an educational setting, students to a certain degree have control over their learning environment. Respectively, whether the student is actively or passively involved in the gaming experience is their choice.

The gaming industry uses the senses of curiosity and motivation in creating engaging games. Students will engage in games that peak their curiosity and provide rewards along the way to keep them motivated to learn. Game developers strive to incorporate twist and unexpected adventures along the educational journey to keep learners on their edge of their seat for the climax of the story. The players enjoy the interactive challenges because it provides them control over their destiny. However, once the player reaches their desired destiny, they are self-fulfilled in their accomplishments. 

Furthermore, when it comes to the design of accolades in a game, students enjoy being celebrated for their hard work but also enjoy the motivational rewards when they fail the game. These reward designs provide a disproportionate feedback that gives the player a sense of accomplishment and empowers them to be life-long learners. Surprisingly, the theory of disproportionate feedback can be celebrated in a win or lose situation.  Oddly enough the disproportionate feedback can be looked upon as a positive reinforcement in the learning design.  

In conclusion, games are not seen as a waste of time now but rather a way to fulfill the intrinsic human need to have control and acceptance. The students desire to have control over how they learn and embrace changes that are vital to their learning process. Educational games need an array of options that are relatable to the student’s needs. Embedding accolades that are positive and negative build the learner’s confidence to stay motivated in the learning process no matter how complicated it may get. The overall design concept in games is the virtual control to manipulate how to succeeded in the learning journey.

Monday, February 13, 2017

Tactus Technology

Tactus Technology



Tactus Technology created a new type of overlay hardware that externally raises the flat keyboard and gaming controls on the touch screen mobile devices to have a virtual hands-on experience. The thin semi-elastic polymer glass surface fills up with this clear micro fluid to produce real buttons to enhance the gaming and typing experience.  The fluid within the raised keypad adjusts to the amount of pressure applied to the touchscreen buttons. So, the keys could feel extremely soft or hard depending on the applied pressure. Notably, the enhanced screen can morph down flat once the screen is no longer needed. Tactus Technology hopes in the next few years to have this morph technology embedded within the smartphones and tablets. Tactus Technology created the raised surface to offer better control and feel to the surface of the mobile devices. The cost of the Phorm keyboard with a screen protector is $149.99 on Amazon. 

Reference:
http://www.businessinsider.com/tactus-technology-tactile-touchscreen-2014-1

Friday, February 10, 2017

Top Mobile Apps

Top Mobile Apps
Haiku Deck is an app that students/teachers can use to create impressive, engaging professional presentations to share on any smart device. The app is easy to use and has over millions of professional looking templates to choose from to enhance the learning experience. For example, teachers can use the app to create lesson plans that have graphics behind the learning material to make it eye appealing to their students. Students can use Haiku Deck to create short, meaningful presentations that showcase a student’s comprehension of the material in a visual manner. Some of the features of Haiku Deck are being able to store presentation in the cloud database for easy retrieval. The price for Haiku Deck depends on the subscription selected. The Pro package is $9.99/month, Premium support is $29.99/month, and the Bulk subscription is $499.00/year. However, there is a free version that can be used but limited to 1 publicly shared presentation.

Another helpful educational app is Knowji to help build vocabulary words in a visual manner through animated flashcards with audio. Teachers can have the students play this interactive app to gain knowledge of new words and sharpen their skills on previously learned words for memorization purposes.  Teachers have the option to use the pre-recorded pronunciation of the vocabulary words or add a personal touch to the program by recording their voice within the game. Students can benefit from actively learning new words and watching entertaining stories of how to pronounce and use the terminology. The cost for the app on iTunes is $9.99 and can be used with a smart board to engage students in learning their vocabulary words in a fun, interactive manner. 

Students struggling with math can benefit from the Photomath app that uses the phone's camera to capture a written math problem and provides a step-by-step tutorial on how to solve the equation. Teachers can have students use their mobile devices to understand difficult equations and learn how to break down the math problem by using the app as a tutor. The Photomath app is great tool for teachers to consider when students are stuck on a particular math problem and need additional guidance. The price to download this program is free on google play and Appstore.

A teacher wanting to turn their quizzes or lessons plans into an interactive game can use Kahoot to make this a reality. Teachers can input their questions into the Kahoot database and choose an interactive game to display their material in a stylish manner. There are options to add videos, images, and diagrams to add an engaging presentation for students to be excited to learn and answer educational questions. This app is recommended to have students work in groups to collaborate and critically think about the questions presented. Students will want to engage in the lesson plan because they get to solve the problems in game form. Also, students can discuss their Kahoots or create their own to showcase their mastery of the curriculum. The price to download this program is free and easy to use.

Lastly, open communication within and outside the classroom is beneficial in the learning process and the app Remind makes this easier. Remind helps the teacher communicate with students and parents with their smart device to make the line of communications convenient. This app has real-time messaging and reminders on important meetings to keep teachers ahead of schedule. Another benefit to Remind is that it has a language translator that can translate over 70 languages. The translator is beneficial when teachers have students that do not speak the English language and need to communicate with the student in their language. Teachers can also communicate with parents and students in email style as another means of communication. The price of this app is free and a great social tool to keep the lines of communication open in and out of the classroom.

References












Tuesday, February 7, 2017

The Future of Cell Phone Connectivity

The Future of Cell Phone Connectivity
This article revealed an innovative discovery of using the smartphone’s wireless technology LTE radio to connect directly to other smart devices without a cell phone tower connection.  The LTE Direct can outdo Wi-Fi and Bluetooth connectivity ranges because of its 500-meter range. Also, because LTE can operate on minimum power, the smartphone's battery is not being overused. To make this transition a reality, the manufacturer Qualcomm has partnered with Facebook and Yahoo to find intelligent ways to utilize this wireless technology. The primary intended goal is to have smartphones connect instantly with people and businesses to receive vital information. For example, smartphone users could receive flight delays instantly by connecting their phone to the airlines database at check-in. Alerts like this allow the user to make an informed decision on how to handle the situation promptly. Another LTE direct invention is Facebook’s experiment with using their mobile app to connect with local businesses and nearby friends. Facebook’s mobile app would allow for people to set-up impromptu chats and find out about local events all from their smartphone. Notably, retailers like Macy want to be able to track and connect with their shoppers via their smartphone as a marketing strategy. Even Yahoo is creating a tour guide app that will download information from the internet to the user’s smartphone to guide them in the best direction to meet all their points of interest. Surprisingly, networks are finding LTE Direct beneficial in solving network glitches that occur when there are too many people trying to connect to one cell phone tower. LTE Direct would provide the necessary wireless data needed to keep smart devices streaming online even when the network is down. Overall, LTE Direct can provide the appropriate wireless technology required to keep users connected and informed. Businesses can capitalize on how to sync promotions and emergency information to smartphone users in an inexpensive way.
Reference:


Monday, February 6, 2017

Realsense Technology

Realsense Technology
What Realsense technology does for images is heightened one’s perception on how to create authentic video chats rooms and presentations in an interactive 3D manner. Users can create chat rooms and presentations that explore innovative ways to interact with others through touch and sight. The user can create 3D images that can represent the user in a chat room or virtual presentation as a creative way to engage the audience. Next, gesture control in Realsense technology enables a gamer to use their natural body movements as the controls to manipulate the screen. Realsense technology gives the gamer an interactive connection with the computer screen to play various games that utilize body gestures. The interactive connection gives the gamer an opportunity to be creative in how they humanly connect to the game. Thirdly, with Realsense technology videos, users can create a variety of human-like avatars to bring a unique visual and collaboration to a chat room setting. Users have an opportunity to create a virtual setting that is not only informative but interactive. Furthermore, users have the ability to scan their faces into the computer and create a digital body of themselves to print off as a figurine. The 3D image prints created can even be embedded into decorative crystal paperweights that give the visual of a miniature human being in hologram form. Lastly, with Realsense technology users can change the background settings within their video chat rooms. The Realsense technology has a feature that can remove unwanted objects from the background and replace them with other background gallery pictures to enhance the video chat experience. Users can create a meaningful podcast that can be eye appealing through creating various backdrops that relate to the podcast. Overall, Realsense technology promotes users to interact with the virtual world as they would in the real-world. Realsense technology uses the human senses like touch and sight to make the virtual experience a more human interaction.
Reference
http://www.intel.com/content/www/us/en/architecture-and-technology/realsense-overview.html

Socrative

Socrative
Socrative is an interactive classroom app that allows real-time active learning among students. This app allows the teacher to create instant questions or activities to assess the students understanding of the course material. Teachers can get instant reports of students graded assignments and use that data to determine the best instructional approach to ensuring students truly understand the material. By students providing instant feedback on short answer assignments and multiple choice questions, the teacher can determine what specific parts of the material are unclear to the student. This process keeps the teacher and students collaborating on ways to understand the material presented.


Some features that make Socrative a great learning app is the fact that teachers can easily create virtual rooms that students can join by using their special login code. Students can post questions that are related to the course and collaborate with classmates that can assist in understanding the course material. Another interactive feature is creating space race games that have questions from the course material that students can answer correctly to gain token points. Students will be engaged in the learning while having fun being competitive in finishing the race. Overall, the student and teacher will have an open line of communication to understand what is needed to master the curriculum with real-time feedback successfully.

Reference:
https://www.socrative.com/

Sunday, February 5, 2017

Horizon Report 2

Horizon Report 2


Five Blogs to Follow





http://www.coolcatteacher.com




Gamingspace

Gamingspace is an open digital forum where students, teachers, and parents can explore new ideas for learning in the 21st century. The adults and students explore various games that are beneficial in the curriculum. The games presented provide authentic and exact assessments of how the learner is progressing in the classroom. Overall, provides an open line of communication to understand how games can be incorporated into the classroom to help students succeed in their lesson plans. Allows the students to have a voice in how they would like to learn in the classroom.
What should be your point of emphasis when designing discussion forums?

My point of emphasis when designing a discussion forum is presenting topics that students can relate too. Creating topics that are engaging will keep the lines of communication open to allow the students to speak freely and keep the discussions going.  I would want the students to feel free to incorporate real world news that can tie into what is being discussed to showcase their true understanding of the topic presented. Overall, I want to design a discussion forum that is going to promote collaboration and be engaging enough to keep the students interested in speaking further on the topic of choice.

Thursday, February 2, 2017

VGo

VGo
VGo is a stand-alone rotating robot that enables a person to be present in real-time from a distant location to interact with colleagues. This virtual robotic hologram has auditory and speech capabilities to interact with the people in real-time. This device is controlled 100% indoors by remote control and relies on Wi-Fi signaling to be interactive. VGo can be used in a group or individual environment to interact with the people around them. The motorized unit stands 4 feet tall but can be extended up to five feet.  Other features include a camera, microphones, and video display. The battery life for VGo ranges between 6 to 12 hours once charged on its charge dock station which comes with the purchase of the unit. The VGo app allows up to twenty people to download the application needed for communication purposes. The person signing in from their mobile or PC device will have access to control the movement of the robot by dragging their mouse. The only stipulation is that one person can operate VGo at a time. Overall, the product is very simple to use and requires no training session.

The price of VGo is around $2,499.00 and comes with all the necessary tools needed to setup the product. Included with the purchase is a subscription package that includes various warranties like full hardware, software, VGONet Connectivity, and unlimited helpdesk support. Other optional purchases are the height extension and additional charging docks. Additionally, customers can have their VGo customized to include Verizon 4G LTE but will be responsible for renewing the subscription to Verizon.

With this in mind, school systems can use VGo for home bound students that are terminally ill or teenage mothers. VGo would allow these students to have a chance to interact with their peers from home actively. Because these students are not physically able to go to school, they can at least feel like they are still a part of the class. Due to the mobility of VGo, students can participate in library projects or recess as normal in a virtual sense. Students would not lose valuable memories or fall behind on coursework because they can access in remotely to complete assignments.  Also, can use the robot to interact with an international student overseas to learn about their culture and schooling.  Students could have the opportunity to have a foreign exchange student in their class to interact with in exchanging valuable learning experiences. VGo is a great tool to incorporate active learning in the classroom.


Lastly, to maintain this type of technology in the classroom would require a subscription plan that included a lifetime maintenance plan. Since VGo offers unlimited help desk support; maybe the company would be willing to add-in a lifetime maintenance plan to educational facilities. School administrators may have to research grants that would take care of the subscription packages that relate to the hardware and software programs. Keeping the units safe and secure would need to be a collaborative effort by all facility members to ensure all units are in their appropriate docking stations. Overall, VGo offers a pretty reasonable package deal to ensure consumers can maintain their robots. 
Reference
VGo.com

Plicker

Plicker
Plicker is a tool where teachers collect real-time formative assessment data by using their mobile devices to download the results. The tool enables teachers to measure what the students have learned and how much they have mastered. Plicker allows for instant feedback on class quizzes and poll questionnaires.  Students will think the critical thinking assessments are a game and become heavily involved in mastering the coursework. The great part about Plicker is there is no need for the student to be connected to a computer to input their answers. Students just simply hold up their white Plicker cards to provide their answers. From that point, teachers simply record each student answers by using the Plicker app on their smart device to have an instant poll on how the class excelled on the quizzes.

One way to use Plicker in a classroom is by creating a racing game using the smart board. Each team will select a group name that in turn will be their race car name on the race track. The groups will have to collaborate to answers random questions presented on the smart board. Each group will have one Plicker card to provide their answers to the questions presented.  As each group correctly answers a question, their race car will move around the race track. The group that crosses the finish line first will win the game. This game format would be a great way for students to critically think through the questions to come up with the correct answers. Students will be engaged in the learning process and learn how to work collaboratively in a team.

Another way to implement Plicker into the classroom is during field trips to record student’s attendance. For example, students can be assigned a personalized Plicker when entering the bus and then the teacher can simply scan everyone on the bus with their smart device. After the field trip is over and the students have loaded the bus, the teacher can scan each student again to ensure all students have returned to the bus. If there is a student missing, the teacher will be alerted on their smart device of who is missing and search for that student. Plicker is a resourceful app to keep an accurate account of students.

Reference
Plicker.com










Tuesday, January 31, 2017

Nearpod

Nearpod
Nearpod is an interactive classroom tool where teachers can create and customize lessons plans in a presentation that students can access from any mobile or PC device. Teachers can customize presentations to include a mix of videos, quizzes, images, and Drawing-Boards. This app also features an assessment tool to gauge the individual student or the entire class success rate. Students can answer questions in real time and submit their responses by their mobile devices.

One use of Nearpod is conducting presentations that students can receive instantly through their smart devices. Students have the freedom to review the presentations as often as they may like without the worries of missing any key points of information. Teachers can add additional information to the presentation by simply dragging and clicking the desired item to embed into the presentations. Students will have an interactive way to visually see up close the presentations teachers are presenting in class. Teachers can simply access in remotely on a PC or mobile device to begin the creation and output of the work they have completed for the classroom.

Another use for Nearpod is embedding customize quizzes within the presentations. Can creatively add quizzes within the presentation to assess the student’s understanding of the material presented. The quiz presenter has an easy to read evaluation analysis report that shows how the students are progressing in the classroom. This report allows the teacher to make the necessary lesson plan changes needed based on the student's comprehension of the class material. Nearpod’s real-time feature on assessing students’ knowledge of the material is a great method for formative assessments.
Reference

https://nearpod.com/

Horizon Report

Horizon Report
The author disproved the value of using learning styles in instruction because of its false validity and effectiveness in determining a student’s actual learning method. For example, the author states “learning style inventories are considered force-response choices” (Gillespie’s, 2014). The article uses the teaching methods in a science class to provide evidence of this force-response theory. The author states even though the learners prefer demonstrations when explaining scientific theories, does not classify all learners as having a visual style. The course is naturally set up to be taught in a visual manner and has no correlation with a learner’s specific style of learning. Distinguished psychologist finds learning styles unnecessary in general education by the fact there are no proven records that learning styles exist after conducting a thirty-year educational evaluation.  The author claims educational content are categorized regarding the meaning and not by learning style models. The author states one’s superior sense does not necessarily mean it is the best model for gauging how a student learns (Gillespie, 2014).

I would consider implementing the choice board concept into the classroom to provide students with options regarding their course work. The choice board style I would pick will be the menu style template to upload to a smart board. Students would use their mobile devices to select their lesson choices and proceed to a drive-thru window to complete their transactions. The only catch at the check out window will be that students must have at least one required assignment on their plate to check out. If for some reason, some students are having a hard time deciding what lesson plans to choose, I would create interactive grab bag lesson plans. These grab bags would have a mixture of various lesson plans in them and students can work from these bags to complete the required class assignments. So, not only will students have choices in their course work, they will even have options on how they will select their course workload.

References

Gillespie, R. (2014, January 19). 10 Statements disproving the use of learning styles in education. Retrieved from http://reedgillespie.blogspot.com/2014/01/10-statements-debunking-using-of.html




Monday, January 30, 2017

BYOD

BYOD
BYOD is a trend where students can bring in their personal iPads or smartphones into the classroom. The advantages of students bringing their own devices are that it increases the level of interaction within the classroom. Students can digitally collaborate with their teachers and classmates on project ideas.  Teachers can have students download applications like Dropbox to have a storage place for homework assignments or journals for later retrieval. However, the disadvantages of BYOD are keeping students focused on school work. Some students may lose focus when they are distracted with interacting on social media sites while a lecture is in progress. Another issue is protecting students from cyber bullying during school hours. Some students may fall prey to other students posting negative information on sites like Facebook and become consumed in wanting to defend their good name. Lastly, not all students have the funds to afford smart devices and may feel disconnected from the classroom. Teachers would need to have a few mobile devices on hand to meet the needs of those who are not financially able to purchase a handheld device.

In the future, plan to incorporate BYOD in the classroom teaching technology at Brew Tech. I enjoy knowing students are active participants in their course of study. By allowing students to use their own handheld devices, they are already familiar with the features on their devices which makes it easier for the students to interact in class. For example, most students have smartphones with Google drive; this would enable them to learn a new technique on how to use this drive to save their journals. Also, can have students to download unfamiliar apps to increase their excitement about learning. For example, I could create QR Codes related to technology and have students reach in a bowl to pull a code.  Then each student would scan that code with their phone to find out their project topic. Overall, students desire to learn something new but sometimes require visuals to comprehend the material. By utilizing the smart devices already owned by students can increase the level of interest for students wanting to spend a few hours learning.

Ways to manage BYOD in the classroom would be to set the ground rules at the beginning of class of what is acceptable and not acceptable regarding the use of their smart devices while in class. To ensure the students are clear on the rules, have them sign a BOYD contract that reinstates the rules. Lastly, another solution would be to create a lock down app that would only allow students to pull the necessary applications for class purposes.

What this trend means for digital equity is that school administrations need to meet with school boards to research grants that can be used to purchase technological devices. For instance, 11th-grade students learning algebra could benefit from a smart board in the classroom to play interactive mathematical games to understand formulas. To gain support, administrators in the school system can conduct yards sales as a means to raise funds to go toward the purchase of technological devices. Can get the support of neighboring schools that are well off to donate their used tech devices to underprivileged schools. Even gain the support of the community by having a tech drive to retrieve donated mobile devices. Ask retired IT workers to volunteer their time to upgrade and fix devices as needed to aid in the cost of paying a tech support team. Teachers might want to bring in their own devices and conduct a group project. Overall, it will take a collaborative effort to meet the demands of technology in the classroom.

The effects of this technology trend will lead teachers needing to attend workshops that would prepare them on how to implement technology into the classroom. There will need to be hands-on activities that allow the teacher to work with the new technology to gain insight on how it will work in their classroom. Ultimately, to meet the professional development needs, must evaluate the technical skills teachers will need to be effective and efficient. Have to evaluate the teacher’s personal interest in using technology in their classroom. Need to evaluate the teacher’s weaknesses as it relates to technology to build a developmental plan that will build the teacher’s confidence in using technology in the classroom.

If students do not study technology, they will probably be at a disadvantage in the workforce. Because the way of the future is technology driven, it would be in the best interest of the student to learn all forms of technological devices. As the type of jobs offered begins to shift towards technology, students need to be able to showcase their skill sets in technology. Most jobs will begin to be virtual in nature, and the high demand for being technology literate will soar. Students need to prepare for a virtual workforce to compete for future jobs.





Thursday, January 26, 2017

Reflections of Assistive Technologies

Reflections of Assistive Technologies
Fourteen year old student Elle O’Gormana was born with Cerebral Palsy which led to her being confined to a wheelchair. In addition to her medical condition, Elle needed a device that would assist her in communicating with her classmates and family.  For this reason, Elle’s team of experts were working diligently to find the best suitable technology to meet her needs. The teams working with Elle discovered that she could communicate effectively with picture boards. Elle went through a variety of speech-generating picture board devices and found that the Dynavox met her special needs. Elle interacts with the Dynavox by wearing a head mask that synch’s with her eye movements to activate the on-screen pictures that the device will generate into a speech format. In addition to this feature, Elle has the capability to communicate with her peers by email. This feature allowed Elle to stay connected with her peers and not feel alienated in group discussions. Notably, the Dynavox has extra storage space to add additional picture icons as needed. This feature is beneficial for Elle because as she progresses in her learning environment, she will need additional pictures along the way. Overall, Elle can be a normal student within the classroom because she can use her Dynavox as a means of communication. She has the capability to participate in class discussions and collaborate with peers as any normal teen would. Even though Elle is physically handicap, she is intellectually strong enough to handle looking at pictures to express her desires.  
In the same fashion, Mason a six year old first grader born visually impaired faced obstacles to find the appropriate assisted technologies that could meet his special needs. Because Mason was legally blind in the left eye and had partial vision in his right eye, posed a unique challenge to address his needs. Due to his poor vision, Mason needed special assisted technologies that could enlarge his text fonts to a resolution suitable for his visual impairment. In order to meet this need, Mason was given an iPad that was specially made with extra-large fonts. This iPad was equipped for Mason to view his spelling words in larger fonts and to hear the sounds of the letters he pressed. Another assisted technology device that was very accommodating was the class smart board.  Because of the large resolution the smart board could handle, Mason was able to view and interact with the device with ease. Along with these tools, Mason was given a Mount Batten Braille device to assist him in taking notes at school and at home. This assisted technology device was Mason’s paper and pencil to key important notes and correspond to audio files. In addition to taking notes with this keyboard, he was also able to learn how to read braille by this special device.  With all of these assisted technology devices, Mason was able to function in a regular classroom with his peers. These tools allowed Mason to be independent and confident in his learning environment. Mason does not have to rely on others to assist him in completing his daily task because the assisted technology provided gives him the necessary components to meet his special needs.
Thirdly, a first-year college student named Susanna Sweeney-Martini has cerebral palsy which affects her muscles movements. Even though she is confined to a wheelchair, she has some movement in her arms but not enough to handle a mouse and keyboard efficiently. Susanna needed a specialized computer that was voice activated to be successful in the classroom. In the beginning, Susanna had issues with getting the assisted technology she needed to be functional in school. However, with her parent’s persistence she was approved to receive a voice activated laptop. This laptop allowed her to speak her written assignments into the computer and translate her words into text form. This specialized laptop gave her the confidence to be an active participant in the classroom. Susanna was happy that she was approved and eager to complete her studies in college due to her speech to text laptop.


Tuesday, January 24, 2017

Games Can Make the World Better

Games Can Make the World Better
My initial impression of this segment was excitement to hear that online gaming could possibly be used to solve real world issues. However, the number of hours needed to achieve this level of problem solving was extreme. If it is going to take twenty-one billion hours to solve just one major issue affecting the world today, this format may not be so effective. (McGonigal, 2010) Nonetheless, if everyone was willing to donate some extra playing time to speed up the required hours needed to solve world issues, then this process may be worth trying. In listening to the concepts of what gaming does psychologically and emotionally to individuals can be a great starting point in developing games that center around those concepts.

After watching this segment, the greatest impact that could affect my game design would be how to replicate real time current events into a virtual game. For example, say I want to create a game that helped young adults budget for a real home in the future. I would need to observe and research human behaviors in order to incorporate a genuine representation of the home buying experience in the virtual game. Recreating the true psychological and emotional turmoil’s in real life would be a tricky element in a virtual game. Creating a virtual model to replicate the  real world would be met with many detailed issues.

Respectively, play and learning can be combined to be an influential learning experience. Since games have the potential to build confidence and critical thinkers, this is a great tool to incorporate in the learning process. Games like Diner Dash and Sims create virtual worlds that develop your virtual intellect on how to survive in the real world. The learning tools embedded within the games teach how to live on a budget, how to make connections, and analyzing how to prioritize what is important in life to achieve stability. Even children have tablets like Leap Frog to learn math and spelling by engaging in arcade games to understand the concepts. The key to gaming is keeping the gamer attentive and motivated to reach their highest potential. Gaming promotes collaboration and endless ways to solve unexpected problems that may arise. Learning seeks the same need for collaboration and strong critical thinkers to engage in the learning process. Overall, the combination compliments each other and creates innovative ways to research other avenues to expand on how we currently learn.

Reference


Sunday, January 22, 2017

Intel Compute Stick

Intel Compute Stick


Links in regards to Intel Compute Stick:



The Intel compute stick has been described as a mini portable computer on the go that can be loaded on devices that have HDMI ports like a smart television. Intel loaded Windows 8.1 onto the stick and has Bing as the search engine to browse online. The power usage regarding the Intel Compute Stick was rated to be excellent on saving power. However, storage space was a great concern for users looking to load extra files onto this stick. With having to load updates from Windows, it takes up almost half of the storage space. However, there is a micro SD slot to expand the storage space if needed. To access the files on the Intel Compute Stick will need to have a keyboard and mouse present to start the setup process of the stick. Even though the stick is Bluetooth enabled, must load this feature by using the keyboard to complete the setup process. The overall performance rating was that the unit was a little bit slower than a tablet’s processor. Bandwidth on the Intel Compute Stick was very limited and streaming games is out of the question due to the limited memory. Can’t open multiple programs at one time and basically limited to two open programs. However, on the bright side the Intel Compute stick allows for a real browser, plugins, and streaming videos at 1080P. (Ung, 2015) Overall, the purpose of this compute stick is to enhance your smart television experience. Have the capability of turning your television into a functioning computer to surf the web or stream online videos. Future use of the compute stick is yet to be discovered.

Intel Compute stick is beneficial in education due to the ease of portability in and outside the classroom. Teachers can load their lesson plans on the stick and share the information on multiple types of monitors. Depending on what is being taught that day, teachers can plug and play the intended material without having to connect to a computer terminal. Classroom teachers can promote collaboration by using the surfing feature of the Intel Compute stick to download poll questions students can answer by using their keyboards to select their responses. This process allows the students to be active learners and have an open line of communication in the classroom. Another great use for the Intel Compute stick in the classroom is to be able to stream live videos that relate to the subject being taught. For example, if the students are preparing for a field trip out of the country, teachers can stream videos regarding that country to prepare them for what they will encounter while visiting. This enables the teacher to build excitement and anticipation into providing a sneak preview of what to expect. Overall, the Intel Compute stick can provide a flexible and portable means to expanding where and how learning will take place. Teachers are not limited to the classroom to access important lesson plans to share with the students. Great interactive tool in the classroom because of the internet surfing capabilities. Allows learning to be mobile and fun without the need to have multiple bulky desktop computers to access online information.

References


Ung, G. M. (2015, 04 22). Intel Compute Stick Review: It could make your TV smart, but it's short on other use cases. Retrieved 01 22, 2017, from http://www.pcworld.com/article/2911078/intel-compute-stick-review-it-could-make-your-tv-smart-but-its-short-on-other-use-cases.html

http://www.intel.com/content/www/us/en/education/right-device/compute-stick-for-education.html






Wearable Technology

Wearable Technology
HoloLens
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This wearable technology is much more advance than the standard Google Glass device. The device has embedded holographic lenses, speakers, and an Intel processor that sets this pair of unique glasses from its competitor’s.  Other features include a cooling mechanism that prevents the glasses from overheating and is Wi-Fi and Bluetooth enabled. A fascinating feature is that the glasses have a variety of sensors installed within the unit to enable smart sense technology in detecting the space needed to interact with the environment. The HoloLens has a 2- mega-pixel camera that can take photos and record your virtual interactions by way of four microphones. The glasses can create a screen that goes up to 15 inches and can capture your real surroundings. Even can track your hand and head movements to make the experience even more engaging. The creator of the glasses is working on embedding a “pinning” mechanism that enables the user to lock in their hologram and can review the object from all angles. Microsoft engineers are in the process of including a “holding” feature that would allow the user to hold their creations and manipulate it in the virtual 3D environment. (wareable.com)
The way this wearable technology could be utilized in education is to create virtual textbooks that allow the student to learn science, history, or math to name a few subjects in a different format. For example, students learning history can interact with historical figures in a hologram environment. The student can see and learn from the actual person in a virtual sense. That keeps the student engaged and able to have an appreciation for historical data. Likewise, with math, the student who has trouble learning algebra, can have a virtual tutor that can assist the student step-by-step by providing interactive games to assist that student in understanding the formulas. Lastly, students can dissect virtual animals to understand the layout of the body without the need of having to dissect an actual animal for a school project.
In closing, this up and coming wearable technology has the potential to be a great product in the education system. Even though the cost at this point is high, the features and functions of this product is endless. Students can interact with their environment from virtually anywhere and have the capability to learn valuable information in a unique format.
Reference


The second wearable technology is the Tech Temp Tattoos that can interact with technological devices by way of just touching your natural skin.
This wearable technology is currently in the testing phases on what can be incorporated with this technological invention. Currently, there are tattoos that can track your alcohol levels, track fitness levels, and read facial expressions. The tattoos are currently being used in the medical field to monitor patients with neurodegenerative  diseases. The cost of these tech tattoos is relatively cheap. For example, the cost to make the fit tattoo is around $1.50 to produce. (wareable.com) The concept of these metallic tech tattoos is too function much like your smart watch but minus the bulkiness. The data collected can be scanned with a smart device and the information can electronically be sent where needed for review. Great future wearable tool to monitor and track patients in the future.
However, the product could be used in the classroom on field trips, scavenger hunt games, or for autism students in the future. For example, teachers can have the students wear this wearable device when going on field trips to get keep up with their students. This will enable the teacher to track students that may have wondered off by pinpointing their exact location via their smart devices. In regards to scavenger hunt games, teachers can have special made tattoos that relate to their topic of the day to have the students scan their arms to review clues to help them solve mystery problems. Lastly, those students in class that have autism can have a special tattoo that enables the teacher to scan their arms to download the recommend learning plan for that student. Keeps the student and teacher interaction going to make sure each student has a fair advantage at comprehending the learning material.
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Saturday, January 21, 2017

Augmented Reality

Augmented Reality
The article by Todd Haselton provided the current and future uses of augmented reality in society. Haselton’s article used physical locations and places to showcase how augmented reality can be used to display the digital side of our environmental surroundings. Smart device users can take a virtual tour of their surroundings and interact with their environment through navigational applications to heighten the digital experience. However, an associate professor at Georgia Tech named Blair McIntyre, PhD explained that for the augment reality to truly be effective, the “virtual content has to align with the right parts of the physical world”. (Haselton, 2009) Even with ensuring the content aligns correctly, it also must be interactive to fully embrace the digital world.

The implications of augmented reality now are still being explored. For example, smart phone users can download navigational apps that allow the user to place their camera over a section of town to virtually locate the nearest subway terminals. However, currently the virtual navigation app is not very precise to the exact location of the subway terminals. It will get you close enough to the area but fails to provide alternate entrances into the subway terminals. ​Other augmented reality apps that can be found in the app store of the smart phone are apps to locate the nearest eatery places, landmark buildings, and trending tweets. All these applications require the user to use their camera and GPS to actively see the nearest places to eat or pinpoint historical buildings. These apps give the traveler a sneak peak of what to expect inside those buildings. Regarding the trending tweets, the user can take their phone and scan for tweets to read the comments regarding the area. These apps enable the user to have that interaction with their environment in 3D format.

Additionally, the implications of Augmented Reality in the future is uncertain. Because it takes so much data to process these programs, bandwidth is a major concern for smart phone users. The invention of stronger processors and available data are the hurdles to overcome to fully evolve augmented reality. Another concern is making precise models that will truly replicate the natural structure precisely to interact efficiently and effectively. However, augment reality can be meaningful in the business and gaming industry. The reason these areas can be resourceful is because it can be designed to be confined to one location without the need of expansion. For example, in the medical field, doctors can view the human body in 3D to show how to correct an alignment with preplanning applications. Can show the injured area and provide accurate feedback on the procedure needed to fix the issue. This allows the medical team to show the patient on screen in real time the area that is being corrected and the medical staff can manipulate the image to show the best possible procedure to initiate. In regards to the gaming industry, there is talk of a console that can project the game into an interactive play room. Gamers can physically interact with the virtual world through 3D animated items to conquer their fictional quest. Overall, technical issues leave the fate of augment reality in limbo.

In conclusion, augment reality is still in the trial phases and the future of this technology is still a mystery. Currently most augmented reality apps are on smart phones and have limited range on interactive features. Even though the GPS and navigational components are not precise, the apps provide a close enough proximity for travelers to enjoy the interaction. Once all the bugs can be sorted out, the future of augment reality can be endless. The medical and gaming industries can utilize augment reality to advance the outlook of how to view medical procedures and virtual gaming systems.

References
Haselton, T. (2009, 11 19). Augmented Reality: What It Is, how we Use It, & What It Will Become. Retrieved 01 19, 2017, from www.laptopmag.com/articles/augmented-reality-what-it-is-how-we-use-it-what--it-will-become

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