Sunday, February 26, 2017

Nearpod

   Nearpod is an application/program a teacher can use in today's technology centered classroom.  For a teacher wanting a paperless classroom Nearpod may be the way to go.  There are four basic operations that teachers can use Nearpod to teach and evaluate their students.
·        Create presentations that can be delivered to a whole class or students individually
·        Have student interaction during lesson in real time
·        Students can submit responses in real time or at a later date
·        Immediate assessment on student responses.
   Nearpod works similar to a PowerPoint presentation in that the presenter creates slides to share with the audience or in other words the class.  Videos, pictures and text are typical modes for relaying information.  What is different about Nearpod is that slides can be created in which students can interact with the presentation.  Questions, surveys, etc. can be linked into the presentation and students can use their personal devices or school computers to respond.  The presentation can also be set up to grade responses in real time so the teacher can assess comprehension.  The immediate feedback is great for teachers to be sure that students are understanding the content presented.  Students also stay more engaged in the lesson if they can interact and get immediate feedback.  
   Another advantage of Nearpod is that it can be made available to students who may not be in the classroom at the time of the lesson.  Whether students are out sick, home-bound, or take a class through distance learning Nearpod can be accessed from anywhere that has internet connection after the student has be given the code for the particular lesson.  As a teacher I would expect this to be a great tool for student make up work without have to reteach the whole lesson in person.  Also with the embedded assessment it would be much easier to keep up to date with make-up grades.  
   Not only can a teacher create their own lessons but Nearpod also has some prepared lessons that can be purchased and used by teachers.  Below are just some of the Nearpod lessons that relate to Culinary Arts/Chemistry of Foods that I could use in my classroom:
https://nearpod.com/s/science/9th-grade/proteins-L1552812
https://nearpod.com/s/science/10th-grade/gas-properties-L30057694
https://nearpod.com/s/science/10th-grade/having-a-ball-with-chemistry-L30202240

Friday, February 24, 2017

Intel Compute Stick

 
   

A computer on a stick!  That is basically what the Intel Compute Stick is.  It has a USB port that can plug into computer monitors or televisions.  It does basically what any computer does; search the internet, use Windows products for making documents and presentations, plays games, and accesses internet sites such as YouTube and Netflix.  And it only costs about $150.  That is much cheaper than most computers and tablets.  Also because it is so small it is much more portable.  
   Because of its convenience and cost it would be great for educational purposes.  Students could create presentations, take virtual field trips or many other adventures.  It could be used with a smartboard as students work out problems for the class.  Whatever a computer has been used for before the stick could be used.  
    The flexibility of presentation is another great advantage.  The fact that it could be plugged into a TV as well as a monitor gives great possibilities.  I have an old projector in my room.  The cost of replacing projectors is higher than buying a smart tv because the cost of tv's have come down as technology has increased.  The smart TV's have a much better display and sound system than does a projector.  I will be ordering a tv to replace my projector soon.  The fact that I could plug a compute stick into the tv instead of having to have a bunch of wires and cords hanging around for connection is a huge incentive to purchase both!  And imagine how the students would love to see a 70" monitor instead of a computer screen or regular project displayed on the wall.  
   While researching the compute stick I found a non biased source that tested out the stick to see if it was all Intel claimed it would be.  For the most part he agreed.  The only negative feedback that was given was that at times it could be slower than most computers especially if it was far away from the wireless source.  Otherwise it received a thumbs up.  
   If you would like to learn more about the compute stick you may watch the following videos.








Horizon Report part 2: Teacher Blogs

   Teachers, like me, who are new to using technology as a teaching and learning tool could benefit from the knowledge of those who have gone before us.  I find comfort and inspiration from learning from others who have tried and tested out things before me.  I do that with a lot of things.  As a culinary teacher I love to cook and I'm pretty good at it.  I can take recipes and do some alterations to it and come up with something new.  But I'm not really good at coming up with a brand new idea all on my own.   I approach teaching in much the same manner.  I don't usually come up with a brand new idea on my own but I do look for ways other teachers have been successful and look to alter to meet my curriculum or style of teaching.
   As I attempt to convert to a flipped classroom approach, or at least incorporate some flipped classroom ideas, I am going to start following some blogs of teachers who have successfully implemented technology into their class.  In searching for blogs I found some that pertain particular close to my curriculum area.  Culinary Arts is a division of Career and Technical Education so we have a lot of concentration on career preparation.  I also found a couple that would be good for any content area teacher because of their technology content.  The blogs I will start following are:
·        Northwest AEA:
·        ADVANCE CTE:  http://blog.careertech.org/
·        The Flipped Learning Blog:  http://flglobal.org/blog/
·        Flipped Learning with Jon Bergmann:   http://www.jonbergmann.com/blog/
·        Free Technology for Teachers: http://www.freetech4teachers.com/

   Gamingspace is an educational gaming space that has developed games that help students learn many 21st century skills as they solve real world problems.  It is more than just using games systems to teach.  The scenarios are intentionally developed for students to learn content as they solve real world problems while progressing through the game.
   In his article "Ten Ways to Use Discussion Forums to Promote Digital Citizenship and Academics" Gorman gives direction in how to use discussion boards in the classroom.  One his suggestions was to use the board for more than just answering questions in order to tap into higher order thinking.  I think this is a great idea.  Students need to know how to apply knowledge not just regurgitate information.  With that in mind when planning activities using these discussion boards, as a teacher, I need to be very intentional providing opportunities for students to challenge themselves in their responses.  


Thursday, February 23, 2017

Games Can Make the World Better

   Can students learn to solve the world’s problems by playing games?  In her podcast "Gaming Can Make a Better World” Jane McGonigal poses the idea that gaming can teach students real world skills.  McGonigal states there are four ways that games motivate gamers to solve problems.  
·        Urgent optimism is immediate, positive reinforcement that makes the gamer believe they can achieve anything.  
·        Social Fabric refers to the collaborative community gamers build as they work together.  
·        Blissful Productivity argues that people love to work hard and that when gamers are working to solve problems they feel very satisfied.  
·        Epic meaning gives purpose to the game as the gamer feels they are really solving problems. 
   I can see these traits as I watch students play games on their phones! I don't usually see these traits flow into other aspects of their lives, however.  There is such a disconnect between their game world and the real world.  This is where the challenge lies for those of us as educators.  How do we harness that creative, engaging spirit our students have for games and teach them how to use it in the classroom and eventually the real world?  
   As an educator I would love to see that spirit and excitement in my classroom.  As a novice with technology I have absolutely no clue how make a game that would do just that.  However, I do have one unit I would like to try this idea with.  I teach culinary arts and one of our most important content standards is based on food safety.  We have a ServSafe credential that is available for our students through the National Restaurant Association.  This material is very detailed and the test is extremely difficult.  And to teach it in the traditional manner is very boring!  I would love to have a game developed as they work through the information and earn levels towards their ultimate goal of receiving their credential.  I am hoping through this class I will learn how to create one!


Monday, February 20, 2017

Horizon Report Post 1

  How do we deepen student learning?  This is a question that is asked by educational professionals on a regular basis.  There are many theories out there that will help deepen student learning.  One way that has been long accepted is to teach by learning styles.  That is to teach to the different strengths of each student.  The theory implies that some students learn better through visual learning, others through auditory learning, and others through kinesthetic learning.  Teachers should plan lessons that offer a variety of activities that incorporate these different learning styles so that all students have the opportunity to learn based on their individual learning style.  However, recently, that theory is coming under question as to its validity.  Many educational professionals are now considering learning styles more of a myth than a theory.  In Reed Gillespie's blog post titled "10 Statements Disproving Learning Styles" Mr. Gillespie narrows down research from top educational professionals that contradict the long accepted theory of learning styles.  These research studies state that there is no evidence that learning style even exist.
   So if learning styles don't exist what can teachers do to reach all students?  The trend may be shifting from learning styles to choice.  Student choice in how they learn.  In her article "7 Ways to Hack Your Classroom to Include Student Choice," Ronan cites different conducted research that suggests that student choice in how they learn leads to more interest and deeper learning.  She offers 7 ways for students to have more input and ownership in their education.  The 7 ways she suggests are through choice of:
  • ·         seating: letting students choose who they sit by and work with can help students feel more comfortable willing to work
  • ·         homework: letting students choose which problems to solve as homework.
  • ·         choice boards:  having multiple activities to choose from
  • ·         summative projects: letting students have choices in how they present projects
  • ·         learning celebrations: let students decide how they will celebrate success at end of unit/project
  • ·         assessments:  providing options on types of questions and number of questions to answer on tests.
  • ·         unstructured innovation time:  giving students free time to create something of their choice.

The idea of summative projects is also endorsed by the Horizon Report 2015.  Horizon cites many schools and educational studies that support the use of self-directed project based learning modules resulting in statistics indicating an increased level of learning through such projects. 

   In my own classroom I already use the first strategy.  My decision of this was based solely on my experience in my own classroom.  I teach an elective course that includes laboratory experiences.  I learned quickly that students who choose to work together tend to collaborate better and have better unity within the group. From Ronan's list I would like to try choice boards.  I have looked into creating tic tac toe boards which would allow students to choose different activities to reach the goal or competency of the particular unit or project.  As in playing the game tic tac toe, the student would pick three activities from a provided table either in a row, column or diagonally.  The activities would need to be strategically created for students to meet the objectives of the unit regardless of the activities chosen.  

Thursday, February 16, 2017

BYOD

   BYOD, sounds like someone is getting ready to have a party!  And if used correctly maybe it could be an educational party.  Bring Your Own Device is a term used to say that students can or do bring their own smart device to class.  Personal devices such as smartphones, iPads, laptops, etc. can be brought to school to use as an educational tool.  And why not?  Students are probably bringing them anyway so why not find a way to have students use them constructively in class.  Let's face it, most schools can't afford to provide one on one devices for each student. And if students are bringing workable devices anyway why not use that to our advantage?
   I currently teach in Elmore County in Alabama.  We are one of the lowest financially supported school systems in the area.  The district does not receive enough money to buy computers or iPads for each student.  We would love to.  A one to one device strategy was discussed a few years ago but the financial means was just not there.  As a classroom teacher I struggle with allowing devices in the classroom.  I love it when I have a lesson that my students can use their device.  The students do keep more engaged in the lesson if they can use their device.  My struggle is finding applications that pertain to my curriculum.  I will admit I am a technology novice.  I use basic technology such as PowerPoint, Excel and a few other basic Windows products.  I am learning to use apps through my iPad.  But with teaching full time, coaching and taking graduate classes I don't have a lot of time to just search for educational apps or set up using them.  I have started using Google Drive and found out that my school system has CANVAS so I am integrating them as I get comfortable with them myself.  One concern I have is that students often get distracted with the social media aspect that comes along with such devices.  And the games they play!  Sometimes it's a struggle to start a lesson because they’ve gotten involved in playing a game between classes.  With that being said, I do support BYOD.  I believe it is necessary for them to have technology skills in the world we live in.  And those skills should go past Snapchat and Instagram. It is our job as teachers to train them to use the devices in the appropriate manner at the appropriate time.
   Since smartphones are here to stay it is important to embrace them.  I know many teachers who don't want them in their classroom.  I also know teachers who fully embrace technology.  Teachers need to accept the fact that technology is important to today's educational system.  As professionals we need to learn how to incorporate 21st century learning skills into our classroom.  That includes technology.  As much as many of us older, more experienced teachers are not comfortable with technology we must accept the change and adapt.
   Digital equity means that all students should have equal access to technology.  It doesn't matter what their socio-economic status is.  All students need to learn how to use technology.  It will be a part of their lives through school and through adulthood as they seek employment.  So how do we provide lower income schools with the technology they need?  Schools may not be able to afford to provide one on one devices but they can provide access to students.  As mentioned before the school system I work for is low in financial support.  We have been able to provide access through grants that have been awarded so we can have computer labs for students to use.  From my position I do not have firsthand knowledge of all the grant opportunities available but there are many foundations that offer grants for low income school systems.  If someone at the school is willing to do the work it is likely that funding can be found for at least some technology.  Even in our system with many low income families, most students still have smartphones that can be used.  We offer free Wi-Fi so students do not have to use their data at school.  So with these few initiatives we have been able to provide students with at least some technology.  In my classroom, I have been able to purchase a few reconditioned laptops for students to use.  When we do activities that require technology students may choose to use their own device or they may use a laptop.  
   Professional development for teachers must keep up with the ever-changing, ever-increasing, ever-expanding technology that is available.  Teachers must also be willing to learn with these new devices.  Our county does a pretty good job with technology professional development.  They offer something called "Tech Connect" at various in-service sessions throughout the year.  We also receive notifications on online sessions that our tech department may hear about.  I can honestly say that if teachers in our county want to learn about technology in the classroom they have plenty of opportunities.  With that being said school systems need to make sure that technology works properly. I am sure it's a tough job keeping computers and internet access available for teachers and students to use.  But being able to trust and rely on technology use is essential for teachers to have faith in planning lessons.
   Students need to know how to use technology in a useful and productive way.  They also can use it for entertainment.  21st Century jobs require technology skills.  Students to be competitive in the workforce will need to have basic computer application skills.  Having access and opportunity to different kinds of technology while they are in school will help prepare them for different jobs and careers in the future.  It is our job as educators to prepare them for the workplace, informationally and technically.




Tuesday, February 14, 2017

Augmented Reality

   Imagine yourself marching with Dr. Martin Luther King Jr.  Imagine walking on the moon with Neil Armstrong.  Imagine fighting next to General Eisenhower.   Imagine being in Shakespeare's theater with him!  How much better would you understand what has happened in those situations by being there and not just reading about it in a text book.  With augmented reality it's a possibility. Augmented reality is a technology that allows one to experience a real world environment that is computer generated.  We may not physically be able to go everywhere on earth or travel back in time but we can be transported there through the magic of augmented reality.
   In the research article Enhancing Education Through Mobile Augmented Reality, Joan explores how augmented reality can enhance education.  He points out ways that we already use augmented reality.  From the navigation system in our cars to wearable technologies we have this technology available to us.  So why not use it in education?  "Text, graphics, video and audio can be supplemented into a student’s real time environment.  Textbooks, flashcards and other educational reading material can contain embedded "markers" which are when scanned by an AR device, produce supplementary information to the student rendered in a multimedia format." (Joan, 2015, 10-11).  In other words, a student can scan a code and be virtually transported to a different time and experience what it was like as if they were really there.  Supplemental videos can be viewed that will enhance the written word in their text.  Any type of extra information or experiences can be added to enhance learning.  What a great way to engage students!
   Because I am a career tech teacher I looked for some ways that it could be used in career and technical education.  Health care students could see inside the human body.  Welding students could simulate welding an underwater oil rig.  Public safety students could experience what it would be like in a burning building as they rescue someone who is trapped.  In my area, hospitality and tourism, I could take my students on virtual field trips as we explore the inner workings of a cruise ship or professional sports stadiums.  
   Joan concluded that augmented reality enhances education.  I totally agree.  The real world enhancement of education should produce more engaged learners as they experience education in a way no one has ever been able to before.


Joan, D. R. (2015). Enhancing Education through Mobile Augmented Reality. Journal Of Educational Technology, 11(4), 8-14.   



Saturday, February 11, 2017

Reflections of Assistive Technology

   It is amazing to see how technology is helping students with disabilities.  Ranging from helping blind, deaf or other physical disabilities and even learning disabilities, technology is helping disabled students learn in ways never thought possible.  As I was watching videos on assistive technology I focused on older students that may possibly be in my class so I could explore ways that I may at some point actually use.
   My thoughts went first to a student I formerly had.  Ty was and is struggling with Muscular Dystrophy.  As I have watch Ty grow up through elementary school using braces to help him walk to being confined to a wheelchair as he entered high school my heart broke for him.  Ty's illness has gotten to the point where he is home schooled at this point.  Before he left our campus we were looking into ways to help Ty complete assignments.  He is a bright young man but became very frustrated as his ability to write deteriorated.  I was reminded of his struggles as I watched a video that marketed Dragon, a software that can type as someone speaks.  This was a product we were looking into buying for Ty just before his parents decided to keep him at home due to multiple surgeries we would be facing.  I had fallen in love with this program as it would allow Ty or any student with a disability that kept them from being able to communicate in writing but had the ability to communicate orally. Two technologies I learned about from other videos helped a student with dyslexia.  I could also see it helping other students with reading comprehension disabilities.  They are both types of reading apps.  One is called "Read 2 Go" and the other is "Learning Ally."  Both applications read aloud as the listener reads along.  The Read 2 Go app has many current publications downloads the visual as well as audio so the reader can follow along.  The Learning Ally app contains many textbooks and some current best sellers.  This is audio only but the student can follow along in their hard copy text book.  Both apps require a doctors order that states disability proof and recommendation.
   It is encouraging to see the progression of technology that helps students who before may have been left behind or confined to a special education classroom setting.  Technology that allows students to be in the regular classroom and allows them to learn with their peers is not only fascinating but welcomed.  So, bring it on.  Let's let all students have a way to be successful!

Rewarding the Brain with Games

   Gamification in the classroom?  Using games as an educational tool?  Hmm, that’s an interesting idea.  I agree that learning should be fun, but through games?  My initial response is somewhat skeptical.  How could a game really teach someone something?  I know, I know, math concepts using patterns and probability is a huge part of many card games.  But what about other subjects and deeper knowledge even in math?  In a TEDTalk video Tom Chatfield gives some compelling ideas about how gaming affects the way people think and the rewards they get from progressing through the game.
   Chatfield talks about 7 intrinsic ways that we perceive achievement.  The first way is through "experiencing bars that measure progress."  As gamers progress through tasks they are able to watch their progress as they work towards the next reward or level.  This helps motivate to continue moving through the tasks in search of the next reward.  Secondly, using "multiple long and short term aims" helps keep the gamer motivated.  Breaking down the tasks so achievement and progress can be monitored keeps the gamer feeling accomplished as they move through the game.  Thirdly, "rewards." As the gamer completes tasks they receive some type of reward.  Let's face it, people like to be recognized for their achievements.  Games are very good at that.  Rewards can range from points to prizes to moving to the next level.  Fourthly, games give "rapid, frequent and clear feedback" on how the gamer is doing.  They know whether they are excelling as they move on or if they have to go back and redo something because they could not complete the task.  In other words, fail.  Failing is not such a bad thing.  I have always believed you learn more from failing than you do from succeeding.  And this is a safe environment to fail.  Games allow you to go back and try again in a virtual world.  Fifthly, games should provide a "level of uncertainty."  If something is too predictable it gets boring.  Uncertainty will engage someone to keep progressing in search of the next big reward. Sixth, games are interesting.  They provide "windows of enhanced attention."  It's all about engagement.  Games keep the interest of the gamer as long as it is interesting and fun.  Lastly, games that provide “interaction with others” encourages collaboration and problem solving.  Games that are connected with other gamers can work together to solve problems.  A great way for people to learn to work with each other.
   Games could be used in the classroom to encourage engagement.  We all know that students need to be challenged.  We all know students like games. Why not design games where students can learn, be challenged, and have fun doing it?  The simple fact is gaming is a part of their lives.  We should embrace this as we use it to our advantage as educators.  Find or develop games where students can learn our content in a fun engaging format.

3D Printing

   3D Printing in Schools.  Sounds like something from the future.  But as technology and availability increases we will see it in schools.  Some of the most obvious areas would be through engineering and design, medical and other sciences courses.  But it could be used in almost all classes if teachers are willing to think outside the box.  As a Culinary Arts teacher I had to do some thinking on how exactly I could use this technology with my students.  At first thought my mind went to "there's no way I could use it."  But as I continued to ponder on the possibilities I was able to come up with some ideas.
   First, my students study management as well as the techniques of culinary arts.  Part of that management plan is to create a proposal for their future food service establishment.  In that proposal they are to create a floor plan on how they want their restaurant, food truck, etc to be laid out.  The 3D printer could make a replica of their floor plan so they could troubleshoot problem areas as well as provide a life like replica to show their ideas.
   Secondly, students could create replicas of food.  We have projects where they are to research and show such things as types and parts of sandwiches.  Instead of drawing out the replicas or hand making the 3D prototypes by cutting construction paper and other art supplies they could create their prototype with the 3D printer.
   Thirdly, as the teacher I could produce some samples of knife cuts to show  the sizing of different cuts.  These samples, being made out of paper, would stay "fresh" and not decompose as would real food replicas.  Therefore, could be used from class to class, semester to semester, year to year.
   These are just a few examples of how I could use a 3D printer in my classroom/lab.  I think with how I would be using it the 3D printer would be a benefit over the Rapid Prototype machine.  The Rapid Prototype machine is larger and produces larger prototypes than the 3D printer.  It works faster and makes larger replicas than a standard 3D printer.  It also costs more to buy and operate.  Because of budget constraints and how I would be using it a  good quality 3D printer would be the best fit for my classroom.  However, for engineering and medical type classrooms that could use the machine for more projects, the rapid prototype machine may be a better fit.