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
Link to site:
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.
Reference

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

Link to article:


Wednesday, January 18, 2017

G Speak

Introducing G-Speak

 
G-Speak takes touch screen to a whole new level by having the user act like a conductor to manipulate the computer programs. G-Speak goes beyond the one finger swipe to access data on the computer by inventing wireless gloves to perform searches on the computer interface on a wider surface. The newest wearable technology enables the individual to wand across multiple programs simultaneously to research their desired programs. With this wearable technology, you can eliminate the hassle of having to use your mouse or keyboard to access the computer programs. Can scroll at a faster rate to locate your specific programs or documents to review. Another creative feature is the ability to clone images and use them to create 3D human images for virtual reality purposes. Surprisingly, individuals literally have access to all the data they need all within arm’s reach. This revolutionary technological design takes on a whole new meaning to on the go computing.
 Additionally, here are a couple of videos that can explain more in-depth of how this technology works. These demonstration videos allow the viewer to image the endless possibilities of what G-Speak can offer.  
 Lastly, these resource links on G-Speak can be a good guide to decide if this technology is a good fit for your professional or personal lives. ​These sites provide details about the company who is manufacturing this product and literature on what inspired the creation of G-Speak.
https://youtu.be/WXVNDz9ZabU


Resources
Photo courtesy of http://www.freeimages.co.uk/galleries/transtech/tech/

7 Ways to Reward the Brain

7 Ways to Reward the Brain

I was intrigued of the concept of measuring knowledge through a data collection system by way of psychological evaluations through virtual games.  Using variable reward methods to keep the learner wanting to challenge themselves to higher levels is a great tool. It was a shock to hear that billions of dollars are spent to play in the virtual world only to receive accolades in the form of numerical points. However, if the goal is to keep students engaged in learning then the monetary investment is being well spent.

Noting that task presented should not be easy nor too difficult (Chatfield, 2010), I would design games for learning that challenged the learner in increments. Would design games that varied in difficulty but allow the learner to go at their own pace to understand the concepts. Award the learner effort points along the way to keep the learner engaged in the journey to learn.  Design games based on the student’s recommendations to keep them involved in the learning process. Ensure there is a 24-hour virtual help lounge where students can collaborate with each other to solve difficult problems. Want to ensure that the overall design of the game promotes learning but also have fun surprises along the way.

The seven ways to reward the brain are as followed:
1. Experience bars measuring progress-The way to implement this in the classroom would be to create a grade thermometer. As students’ progress through there learning journey the thermometer will increase as they successfully master each lesson plan. Once they have hit all the required targets, the thermometer will burst to reveal their certificate of completion.

2. Multiple longer term and short term aims-Design the lesson plan like an obstacle course for the students to have simple, moderate, and complex task to complete.  Students will choose how they will tackle the obstacle course and find the most comfortable learning pace to the cross the finish line.

3. Reward Efforts-Design a game that would allow the student multiple attempts to succeed in mastering the lesson plan. With each failed attempt, the student would gain energy points that can be used throughout the learning quest to gain insightful clues to help them in a crunch.

4. Rapid, frequent, clear feedback-Provide constant and timely feedback through virtual chat rooms to ensure students stay on track. Have pre-recorded help video buttons that will address the most frequently asked questions to assist the students who get stranded along the learning process. This method will minimize students having to ask or repeat a question that has already been answered previously.

5. Element of uncertainty-To keep the learning process interesting, would incorporate a pot luck mystery game throughout the learning journey to break up the pattern of the learning course to give students a break from the traditional learning format.

6. Windows of enhanced engagement-Allow students to have a voice in the learning process by voting on some of the activities completed in the course. Provide encouragement along the way to motivate students to see the tasks to the end. Encourage the students to motivate and assist others throughout the learning experience. Those students who aid others can gain hero points that can be added to their final grade.

7. Other people-Incorporate chat lounges that students can access to collaborate with other students on their learning path. Provide students with an opportunity to create an avatar in Second Life to make the collaboration experience a memorable one. Allow students to break up in teams to have brainstorming sessions to address how they will tackle the next learning assignment. This allows students to make friends and learn how to work together in solving issues. ​

References

Chatfield, T. (2010). 7 Ways Games Reward the Brain. Retrieved 01 18, 2017, from http://www.ted.com/talks/tom_chatfield_7_ways_games_reward_the_brain





Tuesday, January 17, 2017

3D Printing

3D Printing
After reading on 3D printing, I can use this form of printing to teach a fingerprint class. I can be able to show the ridge details of fingerprints in 3D for the learner to see up close how to identify someone by their ridge details. This would allow the learner to see what you would see behind a magnify glass with a higher definition of quality viewing. Great tool for examination purposes of what to look for in a single fingerprint or palm. This format can also be used to show the different layers of skin beneath the surface of the fingerprints. Great way to explain how a cut on finger affects the skin underneath and why it will show up on an inked print.

In regards to the differences between the 3D printer and Rapid prototyping are as followed: In terms of cost, the 3D printer is lesser than the rapid prototyping. The maintenance fee for a 3D printer is around thousands of dollars but the upkeep for a rapid prototyping is in the range of tens of thousands of dollars. Notably, the cost to replace the laser in a 3D printer is around $20,000.00 whereas the rapid prototyping requires photopolymer which cost around $50.000.00 to fill. (Dehue, 2012)

Another major difference is the complexity to master each printer and their ability to create certain size models. In regards to complexity, the 3D printer takes less time to train on and the install of the product is pretty much plug and play. However, the rapid prototyping takes longer to train on and the install takes longer. Takes additional components to make the rapid prototyping user friendly. Lastly, the 3D printer can only hold up to an 8-inch cube model whereas the rapid prototyping can handle up to a 10-inch model. (Dehue, 2012)

In conclusion, using 3D printing as a teaching model is a great way to showcase what augmented reality can do to enhance the learning experience. Even though there are some major differences between the two printers, each one brings something unique to the classroom curriculum. Allows the learner to think creatively and have fun problem solving through their difficult subjects. With a visual concept of what is being taught, the learner can see what the text is trying to explain. Great resource tool in terms of kinesthetic learning for students to master their courses.
References
Dehue, R. (2012, 03 09). Rapid Prototyping and 3D Printing. Retrieved 01 16, 2017, from 3D printing.com



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Sunday, January 15, 2017

Mobile Learning

Mobile Learning (M Learning)
Picture courtesy of http://theconversation.com/

Mobile learning is the trend of on the go learning by taking advantage of using a portable tablet or phone to access learning material. There is no need to be confined to a desktop computer to complete your studies.  The convenience of accessing your coursework from multiple electronic devices, allows the learner to budget their time wisely.  Communication between instructors and peers have increased due to the ease of on the go social apps like Facebook to exchange valuable information.

Additional advantages of mobile learning are stronger retention rates and higher performance ratings. (Jenkins, 2016) With M learning instructional design being engaging, learners look forward to participating and completing the required curriculum. Learners perform at a higher rate because the curriculum can conform to all learner’s style and speed of learning. The flexible learning allows the learner the opportunity to excel at their own pace without feeling the need to compete with other learners.

Notably, there are disadvantage to mobile learning that can hinder the movement to totally rely on this new trend of learning. For example, not all schools can afford to supply all their students with mobile devices. This limits under privileged schools the opportunity to move forward in this new learning curriculum.  Same goes for students that can bring in their own personal mobile devices for learning purposes. Not all students have funds to purchase mobile devices and would be at a disadvantage. Another issue would be policies and safety issue with mobile devices while on school grounds. The dilemma is how to remove third party trackers and how to implement rules on personal mobile devices. There are limited standards on how to avoid third party vendors from evading the privacy of student’s usage on mobile devices which poses a safety issue. The other dilemma is that school issued mobile devices can be fixed to cater to the school standards but personal mobile devices cannot be prepared in the same manner.  (Lynch, 2015)

In conclusion, with mobile learning having the capability to dissect the learning material into smaller segments, the learner can retain the information. This promotes learners to keep involved in the learning process and look forward to being an active participant in the classroom. Mobile learning affords the learner to be entertained with podcasts and other media outlets to motivate the learner to enjoy the curriculum. Allows the learner multiple electronic device options to access their assignments and provides an open line of communication to collaborate with peers through social media apps. Although, there are some safety and policy issues relating to mobile learning, the overall concept is a great way for students to have a new outlook on how fun learning can be.




References


Jenkins, J. (2016, 07 05). How Mobile Learning Benefits Employee Training Revolutionizes eLearning. Retrieved 01 15, 2017, from https://elearningindustry.com/6-mobile-learning-benefits-mobile-learning-revolution

Lynch, M. (2015, 03 31). Do Mobile Devices in the Classroom Really Improve Learning Outcomes? Retrieved 01 15, 2017, from http://theconversation.com/do-mobile-devices-in-the-classroom-really-improve-learning-outcomes-38740





Friday, January 13, 2017

Google Glass INST 6223

Google Glass

Google glass is a hands-free device that enables the individual to download many navigational apps by voice command. These glasses provide the augmented reality to deliver web based materials in real time to provide training or researching assistance. Overall, the glasses give a new technological advancement to how the world can retrieve information by sound recognition. Eliminates the need for a keyboard and hard drive to retrieve valuable information.

Notably, the going rate for a pair of Google glasses is around $1,500.00. The features of the glass include apps like: navigation for travel, built in search engine to retrieve information, ability to send messages out via voice command, and stream music. (Cummings)

Google glass has been found to be beneficial in the classroom and business settings. For example, healthcare industries have utilized the glasses to medical students training to be surgeons. Students can watch an operation from start to finish without physically being in the surgery room. This enables the students to have a virtual reality of how the operating room works and visually study the techniques performed in surgery. Other industries taking on the Google glass are banking, military, law enforcement, and manufacturing industries. Stock market associates can communicate and share information to other associates via these glasses without the need to be tied to a desk. Military and law enforcement agencies can identify criminals by face recognition by scanning the individual hands free to make a positive identification. Enables law enforcement to generate the individuals records without the need to wait on dispatch. Lastly, manufacturing companies can download needed material information without the need to carry around a bulky hand held device. (Finnegan)

In conclusion, the future use of Google glass can be beneficial in the long run for individuals with disabilities. For example, individuals with poor eyesight can benefit from the navigational apps. This would allow the individual too safely travel to their designation without the fear of crossing the street or minimizing the potential risk of unseen objects affecting their travels.  Another future use could be for lost children or adults to find the nearest safe house to contact their love ones. The glasses could provide a map to pinpoint the lost individual for safe return. Lastly, a great tool for learners with disabilities. The glasses can be formulated to meet the needs of the learner to enable them a chance to be confident in their learning abilities. ​








 References

Cummings, T. (2014, 04 10). Heavy Tech Google Glass: Price, Features, & Where to Buy. Retrieved 01 12, 2017, from Heavy.com

Finnegan, M. (2015, 07 31). 9 Ways Google Glass Enterprise Edition Can be used by businesses: Can Google Glass 2 Succeed in the enterprise market? Retrieved 01 13, 2017, from www.techworld.com/picture-gallery/personal-tech/9 signs-google-glass-is-disrupting-enterprise-3536165/