Friday, November 29, 2013

Animation Tool Recommendations

Pivot Animator- http://pivotanimator.net/

Google Earth
•   Google Earth is a tool that many people know about but hardly anyone uses to it’s full potential. It allows you to immediately fly to any place on Earth and take a virtual tour. My kids love getting to see their own house or our school from overhead or sometimes even ground level. This is cool when you want to explore DisneyWorld without actually going there, but there are also layers, pins, and ways to create your own maps on this program.
•   There are lots of awesome features on GoogleEarth. You can drop pins and lable things however you want to. You can see everything from overhead/sky view, or you can go to ground view as if you were actually standing there. There are also layers you can overlap such as buildings, roads, weather, and even actual photos. I think that the features are a little bit confusing to figure out, so that is an initial hurdle for people. Also, the layers are continually changing, so while I was planning on using the Ancient Rome layer for a lesson, when I looked again it wasn’t there anymore.
•   I would absolutely recommend this tool because of it’s flexibility. There are so many different things you can do with it. It is also very engaging for students right off the bat. I also recommend it because it is helpful in every content area. Connecting what they are learning to maps and where things are is a great way for students to remember things.
•   Here is an example of a lesson I would teach with Google Earth: As we progress through our thirteen colonies unit, my students will be creating a tour of the 13 colonies. In past years I have discovered it is very difficult for students to remember information specific to each colony, such as important crops and geography. They will work in groups of 5 students. They will drop pins in each colony and distinguish which region each colony was in. They will also select different pins for each region, making them easy to identify. Next, they will add important information about each colony to their map. They will then share and evaluate each other’s maps.
•   Higher level Bloom’s Taxonomy as related to my previously stated lesson: Students will be applying what they learn about the 13 colonies to be able to compile information and create the maps (synthesize.) They will be comparing and contrasting (analysis) the different colonies to see how they are the same and different. They will finally be evaluating each other’s maps for accuracy, creativity, and content.

Google Sketchup
•   This tool is Google Sketchup and it allows you to create in 3-D space. You can design many different structures and manipulate the space to see them from all angles. 
•   There are tons of awesome features of this tool. They have tried very hard to make the program easy to manipulate with short cuts and mouse features. You can change colors and textures and add text. A feature that I dislike is that you have to have downloaded the program in order to see any file created in sketchup. So I cannot create a sketchup and send it to a friend to look at without having them first download the software.
•   I would recommend this tool for teacher and older student use. It is easy to use and creates stunningly crisp, vivid, and realistic project design that could transfer to many different subject areas. I think the program is too advanced for younger students to be able to navigate.
•   An example lesson I would use this program for: High school geometry- Have students create all the different types of geometric solids on sketchup. They can then manipulate the image and see the shapes from all sides. They could color the shapes to put them into categories. They could also highlight features of the shapes such as the bases (which are important to naming the solids.)
•   Higher level Bloom’s Taxonomy for my lesson idea: Students will be taking what they know about geometric solids and applying and demonstrating that knowledge to create (synthesize) a final project in sketchup. They will be analyzing the shapes as well as comparing and contrasting them to each other to put them into categories. They will also need to justify (evaluate) their choices of what category they put each shape into with evidence in their sketchup.

Spacecraft 3-D
•   This is an excellent augmented reality iPad app. It allows you to see several different NASA spacecraft in three dimensions. It also gives information on each of these crafts.
•   There are many awesome features on this app. Students can select a spacecraft, examine it closely and from many different angles. On many of the spacecrafts there are movable parts the students can control as well. Actual pictures of the craft and a little bit of information are also included. The only feature I dislike about this app is the limited number of spacecraft available.
•   I would definitely recommend this tool because of what a unique product it offers. You can look up information on the Internet about each of these craft, but nowhere I have found enables you to interact with them in 3-D space. It makes the learning very real and engaging for students.
•   An example lesson of how I would use this in the classroom: I would put the students into pairs and allow them to just explore the app and gain new knowledge about a spacecraft of their choice. I would then have them present to each other about what they learned. This is putting the responsibility back on them to teach their peers.
•   Higher level Bloom’s Taxonomy in the previous lesson: Students must operate the app correctly (application.) They need to compare and contrast their spacecraft to the craft presented by other students (analysis.) Students will also be appraising the presentations given by the other students (evaluate.)



Classroom of the Future

I love to dream of what school and learning will look like in the future. When it comes to my imagination and the rapid increase of technology, the sky is really the limit.

Disclaimers:
Something important to state up front, however, is that we shouldn’t use technology for the sake of using technology. It should be benefiting students and teachers in some way that would otherwise be impossible without the technology.
Also, Just because students are using technology, does not mean they are engaged in learning. Teachers still need to be just as vigilant in keeping tabs on their students learning.
Finally, Technology should not completely replace real life and face-to-face experiences. I think oftentimes people think of the school of the future and it looks like a room full of students on computers with headphones not talking on interacting with a teacher circulating around the room. Kids still need to interact and learn social skills (not only on social media) and they need to create things with their hands and their imaginations. I don’t want our future generations of children to become completely technology dependent.

In my ideal school, every student would have a desk that is essentially a giant touch screen computer/ iPad. We would be completely paperless in our delivery of instruction. Not just because things are on the computer, but also because we have more collaboration electronically and group discussions (21st Century Skills Standard 3: Share knowledge and participate ethically and productively as members of our democratic society.) Students will use simulations to gain knowledge and then apply that knowledge to the real world. (21st Century Skills Standard 2: Draw conclusions, make informed decisions, apply knowledge to new situations, and create new knowledge.) For example, students will glean the basics of physics and building and what weight a beam could hold without support playing the simple physics iPad game. Then they would take what they learned and actually build something to show their understanding. I also think that learning will be very differentiated and based on student level of achievement and interest. Students could very easily choose a topic of interest to research learn more about (21st Century Skills Standard 1: Inquire, think critically, and gain knowledge.) Also, simulations can give students insight into places they wouldn’t be able to go and into things they wouldn’t be able to build on their own. Like they couldn’t study space with the solar walk app and then go to space (then again, maybe they will be able to by then….) But they can get a pretty good idea of what space looks like, if that is something they are interested in, with the app (21st Century Skills Standard 4: Pursue personal and aesthetic growth.)
21st Century Skills Standards from the American Association of School Librarians: http://www.ala.org/aasl/sites/ala.org.aasl/files/content/guidelinesandstandards/learningstandards/AASL_LearningStandards.pdf


Game Scenario

Respond to the following scenario: A large video game creation company has awarded your school a multi-million dollar grant to support the education portion of a video game project. What will you and your fellow teachers include in this game to make it a valuable learning experience? Despite the grant award, there has been some push back from the school board on the use of games in education. You and your fellow teachers are tasked with presenting a case for the integration of games into the curriculum. Present your “argument” focusing on how gaming aligns with 21st Century Skills learning, and provide an example of what would make an optimal learning experience within a video game. It is essential that you support your argument with research. Be sure to cite your sources using APA style format.

Presented with this grant to create an educational video game, the other teachers at my school and I will attempt to create a game that would benefit the most number of students possible. It will span many grade levels and content areas. The game will have several fun themes for students to choose from. Some examples of these include: space, old west, under the ocean, rainforest, and the arctic. Each of the themes will include information about the setting and all the themes will have the same game play, so students will get the educational information regardless of which theme they pick. The game will give mini lessons in a variety of subject areas from math, to science, to language arts. It will also give guided practice and independent practice. Teachers will have full power to control which lessons each student is completing. 
After getting this push back from the school board, my first question is why do they have a problem with gaming. Their answer to this question will direct my argument. I would begin by explaining that when we say educational game, we do not mean Halo, or Grand Theft Auto, or Minecraft. We are talking about real educational tools that teach students specific skill sets. If they do not see gaming as having any educational benefit, I would explain that using the technology itself is incorporating 21st century skills that students will need to have in order to be successful in their future lives. Using technology day-to-day is no longer optional. And the use of technology is only going up. 21st Century skills are not just about being able to use technology resources, like iPads or computers. It is also about critical thinking, problem solving, creating new knowledge, and sharing that with their community of learners. There are so many more parts that go into an educational experience or game than meets the eye. Video games, much like any other technology instructional tool, are often self-paced. This allows for students to do the work that will make them the most successful and teachers to meets every single student at their level. Differentiation is necessary in education and this is a fantastic tool to help teachers do this more effectively. Technology and games are engaging. Getting students to want to learn and be motivated to learn is a constant battle for teachers. Learning should be fun and games help with this.
Finally, I will assure the board that we will be closely monitoring students while they are playing educational games and assess them to ensure that adequate growth is happening. If it is not, then I will adjust my instruction. All teaching requires collection of and reflection on student achievement data. This type of technology gaming instruction is not exempt to that standard. If I discover that the game, or any game/ instructional practice is not being effective, I will alter my instruction or discontinue it.
Resources
Palmer, A. (2013, November 14). SimCityEDU develops higher order thinking skills. Retrieved November 17, 2013, from Gaming and Education website: http://gamingandeducationengagementinlearning.com/ 

Schaffhauser, D. (2013, August). Will gaming save education, or just waste time? The Journal. Retrieved from http://thejournal.com/articles/2013/09/02/
will-gaming-save-education-or-just-waste-time.aspx

Wall Street Journal. (2013, October 8). Can games help improve education? [Video file]. Retrieved from http://live.wsj.com/video/can-games-help-improve-education/5B39DC78-5DC5-448D-9DEB-DEDD8F1A67BC.html#!5B39DC78-5DC5-448D-9DEB-DEDD8F1A67BC 


Proposal for a Curricular-Related Video Game

Proposal for a Curricular-Related Video Game
Your proposal should include:
•   The purpose of my game is to teach students multiplication and help them practice their multiplication facts and algorithms.
•   The intended learning outcome of my game is that students will be able to do single digit by four digit multiplication problems.
•   Levels of the game:
single digit multiplication
single digit division
Commutative property of multiplication
Multiplying by tens, hundreds, and thousands
Partial products- walk you step by step through solving a problem
Multiplication algorithm
•   How long would an average student need to spend to move through your game, achieve learning goals, and finish your game?
Each level contains a 5-10 minute mini-lesson (that can be repeated if necessary,) several guided problems, several independent practice problems, and a quiz (using the gradual release model.) Students will need to demonstrate mastery in each of the levels before they can move on. For the average student, each level should take about 30 minutes to complete. Each level does not and should not be completed in one sitting.
•   The setting and visual elements of the game and or levels; what does the game or world look like?
Because we study astronomy while studying multiplication, the setting of my game is space. This is not cutesy alien kind of space. This is accurate space with true astronomy information. The game begins on planet Earth and each level is a different planet.
•   What are the characters like? Describe both the visual and personality characteristics of the characters in your game. Do your students have a chance to create their own avatar characters to play themselves in the game?
Students would get to import their own picture to put on the body of an astronaut to be their avatar. They would get to customize their astronaut avatar with different colors, gear, and their own mission patch.
•   How will your students work together collaboratively with classmates to move through the game and learning challenges?
The mini-lessons and practice problems of each level are an independent activity, but in between each level there are astronomy related mini-games. These games are played collaboratively with other students, each on their own device, connected via Bluetooth.
•   What will entail a “win” in your game?
In order to win the game, students must pass each level consecutively and reach Pluto (a dwarf planet.)
•   How will a teacher interact with students in your game? How will a teacher support learners?

Teachers have full access on their account to see the progress each student is making. They can access quiz scores and how long it is taking students to complete each level. They can require students to re-watch the mini-lessons if they see the students are struggling with grasping a specific concept. Teachers can also participate in the mini-games with students.