Friday, March 25, 2016

Week 5: Educational Technologies Blog

THIS IS A LINK TO HITMAN 2016:
This week I talked about Hitman 2016 as a video game that can be used to learn cognitive skills needed to accomplish a goal. Th goal being killing a target. Certainly this is a really interesting concept, and there is much debate about the value to these types of games, but I will take a stand and say that the game is simply more than just about “killing.” It involves various skills, roles, and decision making for how to carry out your mission. Think of it as a game where your project is to “assassinate” someone, and the choices you make really impact and influence how that is carried out.

Hitman is a third-person stealth video game in which players take control of Agent 47, a genetically enhanced, superhuman assassin, travelling to international locations and eliminating contracted targets. As in other games in the Hitman series, players are given a large amount of room for creativity in approaching their assassinations. For instance, players may utilise long-ranged rifles to snipe a target from a long distance, or they may decide to assassinate the target at close range by using blade weapons or garrote wire. Players can also use explosives, or disguise the assassination by creating a seemingly accidental death. A common method to approach a mission is to incapacitate other characters and wear their outfits as a disguise, which allows the player to gain access to restricted areas more easily. Actions of the non-playable characters influence the game. For instance, players can gain more information about the position of their target through listening to a nearby news reporter (Hitman (2016 video game), n.d.).

In class, this game could be used as a primer to AI, or for project planning. In a project planning class, you have to make sure you have all the right tools for the job. In the game, there are various side missions for which you can carry out. However choosing them can have an impact on how you assassinate your target, or simply escape undetected. Additionally, there are also challenges which increase in difficulty which allows the player to choose different ways to kill and different areas to explore.
In AI, we might see how each of the NPC (NonPlayer Characters) reacts to your disguises, or what you are doing in certain restricted areas.


THIS IS A LINK TO EARTH PRIMER:
What’s the best way to teach a kid about the forces that shape the Earth? You could let her read about the subject, or give her some diagrams to look at. Alternatively, you could just let her have a go at doing the shaping herself. That’s the thinking behind Earth: A Primer, a new interactive book for the iPad. It covers the basics of geology—how volcanoes form, how erosion works—but instead of simply telling you about these processes, it actually lets you control them (Vanhemert, 2015). Earth Primer feels like a curiosity. It is part textbook, part-toy, but perhaps not enough of either to find a huge audience. It is, however, an instantly intriguing thing, and I do not doubt a handful of learners will come across it and think, “Wow, Earth is pretty cool. Who knew.”


To use Earth Primer in Class, use it as an exploration application. Earth Sciences is a subject which covers various aspects of the science of the earth. Image if all of that was condensed into a simple app, where exploration and sandboxing was the name of the game. Simply by allowing students to explore how the earth reacts to weather conditions, or how earthquakes form, even about oceans could they get a better understanding of the earth.




References

Hitman (2016 video game). (n.d.). Retrieved from Wikipedia: https://en.wikipedia.org/wiki/Hitman_(2016_video_game)


Vanhemert, K. (2015, February 3). A Gorgeous Geology App That Explores New UX Territory. Retrieved from http://www.wired.com/: http://www.wired.com/2015/02/gorgeous-geology-app-explores-new-ux-territory/

Monday, March 21, 2016

Week 4: Educational Technologies Blog

THIS IS A LINK TO FITBIT
We’re in the midst of yet another exciting chapter about how technology will impact our everyday activities. Consumer tech is leading the way by teaching us that both big and “little” data can transform fundamental patterns of behavior. Education may not be far behind. We know that the interaction between faculty and students is the lynchpin of educational success. Faculty are in the best position to observe and influence student engagement, which research tells us is the number one determinant of a student’s success. For example, are students persisting through difficult content? Participating in class? Revisiting course material after class? The Fitbit approach to educational data gathering may be a key missing link. They say what gets measured gets improved. By paying closer attention to great teaching, we stand to make powerful advances in how we understand and improve learning. Sometimes revolutions can happen in evolutionary ways.
One way we can obviously use FitBit in online learning is with physical education. FitBit offers a comprehensive fully customizable user interface. You can adjust goals, steps, heart rate, calories, as an example of flexibility with the device. In PE, students do a bevy of physical activity, what if we incorporated FitBit as a method of behaviorism. FitBit collects a lot of data, and that is a good thing for statistics, and mathematics courses as well.



THIS IS A LINK TO HAIKUDECK:
With so many students, email addresses, decks, classes, and shared devices, it’s no wonder teachers sometimes run into trouble finding their students’ projects or accounts. Thankfully, Haiku Deck helps make one part of this equation a lot easier by explaining the best ways to use Haiku Deck for education. Haiku Deck makes it easy to follow the best practices recommended by experts: simplify your message, use images to amplify emotional impact, and keep formatting clean and consistent.

In Class, we often have to write up a little bit of an introduction for our classmate. What better way than to use Haiku Deck as your personal calling card. With Haiku deck you can creatively describe yourself to others, I a clean and aesthetically pleasing way.  Haiku deck is easy to navigate, and simple to implement as well as share. It comes available on mobile devices so you can instantly make changes on the fly, and it will populate the changes across your account.
Another example of Haiku Deck that could be used in class is to teach visually. As access to the creation and consumption of digital media increases, educators must embrace an expanded view of literacy. Teaching the skills of reading and writing is no longer enough. Students need to be able to use images as a currency for exchanging feelings, stories, and opinions with the world at large. So... maybe a picture is not worth a thousand words. Perhaps a picture is worth a thousand ideas?



References

Byrne, R. (2013, February 25). 76 Examples of Using Haiku Deck in School. Retrieved from http://www.freetech4teachers.com/: http://www.freetech4teachers.com/2013/02/76-examples-of-using-haiku-deck-in.html#.VvTLDvl96Uk

Saturday, March 12, 2016

Week 3: Educational Technologies Blog

THIS IS A LINK TO ADOBE PAINTCAN
With PaintCan, anybody can paint. PaintCan helps you paint beautiful artworks from your favorite photographs within minutes. Sure, this is essentially cheating, and no one gets messy, but imagine using this tool as an adjunct to your art history class, or some sort of self-improvement/career enhancement class. Adobe PaintCan takes your photos that you have shot and helps add an artistic flair to them.

As an example in art history, the challenge can be to replicate and emulate or mimic some of the great painters brush strokes. Adobe PaintCan offers varying styles of oil paint and brush sizes so that you can create your own painting using your photos. Advanced level students can certainly fool anyone into thinking the photo they took is a painting.

Another example is the idea of brushstrokes, intensity and depth with which they are used in painting. Adobe paint uses a preset of various paint styles so that the user can emulate such greats as Picasso, or VanGogh, essentially painting in their style. 


THIS IS A LINK TO INSTAGRAM:
Instagram is an online photo-sharing and social networking service. It enables users to take pictures and apply digital filters to them and then share them on social networking sites. Instagram was launched in October 2010 by Kevin Systrom and Mark Krieger. The service has been immensely popular with people active on social networking. At present, Instagram has over 90 million users worldwide. Instagram supports all Apple products like iPhone, iPad, iPod and all camera phones having the Android operating system.

As an example in class, Instagram can be used to assign homework, or assignments for your lessons. Instagram can offer opportunities for students to share photos, apply filters, and make comments. Instagram is all about sharing pictures, after all how long will you will you be cherishing your beautiful memories with only yourself. So what do we gain from sharing? The pictures we share increases our language skills, we interact, give feedback and much more. Surely this App is more than what it looks.

Another example, in one class, I took a professor mentioned how he was a High School instructor. He used Instagram to assign math work. He also accepted assignments via Instagram using hashtags. He did various hashtag rubric levels, Students who made a certain grade were divided by their prospective hashtag. It was akin to the grading system we know and love, but it was made modern by the use of hashtags.


http://edtechreview.in/news/777-how-to-use-instagram-in-the-classroom

Saturday, March 5, 2016

Week 2: Educational Technologies Blog



THIS IS A LINK TO IFTTT :
IFTTT: An acronym for “If This, Then That,” IFTTT helps you combine multiple products and services. Automate tasks that you frequently perform with this app’s “recipe” function. You can, for example, set the app to save attachments you receive via Gmail messages to a Dropbox account as a convenient backup. Create your own recipes or use those developed by other users; the combinations are seemingly endless (Venable, 8 TOP PRODUCTIVITY APPS FOR ONLINE STUDENTS, n.d.).
The reason I choose IFTTT is because it helps automate many apps for you. Especially important is the ability to choose from a long list of apps that collect data and post them to an excel or word document. I believe IFTTT, can help students in a programming or data intensive class where they simply collect data.
Another example is taken from the blog Ipad Jedis about how they use it in their classroom:

I have a contact form that sends me an email anytime a parent or student has a question. The problem is that I do not always check my email, and I may miss a submission. The solution is to create an IFTTT recipe that says every time I get an email with the subject “New Form Entry: Contact Form” send me a text message. Since I always have my cell phone handy, I set up this recipe and am immediately alerted.
Another recipe that I use a lot in my classroom is "every time I take a screenshot upload a copy of it to my Google Drive". This allows me to have material handy that I may want to use for a presentation. In my classroom, the students can bring their own device, so I can use IFTTT for the ticket out the door. I created a hashtag of #TOTD which stands for ticket out the door. The students put that in their email, and it will automatically save all responses with that hashtag to a folder I created in my Google Drive.
If students have to bring a book to class every Friday, for example, you could set up a “Recipe” to tweet out  "IF Every Thursday at 8:00 PM to Post a new tweet to @mytwitter reminding students to bring a book".
One of the things that make the IFTTT app really useful is that there are literally thousands of “recipes” already made and shared. At this time, there are over 3000 pages of shared recipes from IFTTT users besides the great ones that you yourself can create. The IFTTT app allows you to create all of these great actions on your portable device (IFTTT, n.d.).


THIS IS A LINK TO MOXTRA:
Moxtra: Chat, screen sharing, and audio capabilities allow student groups to interact in real-time with any device. Additional features include to-do lists with task assignments and voice recording of comments on stored documents. If you have group assignments in multiple courses, Moxtra allows you to create separate binders to organize materials (Venable, 6 TOP COLLABORATION APPS FOR ONLINE STUDENTS, n.d.). Moxtra allows you to work smarter, not harder, with a multi-layered collaborative workspace that provides meetings, conversations, and content on demand. Moxtra makes teamwork easier and faster – whether your project lasts one hour or one year, with five people or fifty. It is just that simple. Moreover, best of all, Moxtra’s suite of features can be embedded into any application.
In the online classroom, I think we are all too a bit familiar with the online team group work. Instead of relying on the discussion board and CMS to solve your teamwork issues, send your students offsite to this app. Let them explore and learn the functions that can increase groupwork. To prove everyone is active in the app, have the team members take a screenshot of it on their device to prove everyone is working as a team. This way everyone can be certain he or she have the app and are collaboratively working. Additionally, the Moxtra app already has partnerships by linking with various other apps, which can lead to more fluid control of what you want your students to do.




IFTTT. (n.d.). Retrieved from All about apps in YOUR clasroom!: http://www.appsinclass.com/ifttt.html
Venable, M. (n.d.). 6 TOP COLLABORATION APPS FOR ONLINE STUDENTS. Retrieved from http://www.onlinecolleges.net/: http://www.onlinecolleges.net/6-top-collaboration-apps-for-online-students/

Venable, M. (n.d.). 8 TOP PRODUCTIVITY APPS FOR ONLINE STUDENTS. Retrieved from http://www.onlinecolleges.net/: http://www.onlinecolleges.net/8-top-productivity-apps-for-online-students/