Virtual reality, like rock n’ roll, is not something that can be described well. It must be experienced in order to be fully appreciated and understood.
Interestingly, it has been catching on among educators.
Since 2013, Emory Craig, Director of eLearning at the College of New Rochelle, and Maya Georgieva, Co-Founder and Chief Innovation Officer of Digital Bodies, have been presenting workshops on the topic. They’re working with developers, researchers and educators who are embracing the immersive learning technology, which seems to be on the cusp of widespread use...as well as being on the receiving end of a lot of hype.
Around the time Craig and Georgieva began exploring this emergent medium, the arrival of Google Glass seemed to have ushered in greater popularity. Georgieva was one of the educators to experiment with Google Glass. People suddenly had a wearable ideal of what could be tapped to create an augmented reality (AR) or virtual reality (VR). The much-heralded yet now all-but-defunct product left its mark, as several key technological developments have sprung up to satisfy a new market.
One key development also came from the Internet giant: Google Cardboard. An accessible solution that was ‘easy to get into the hands of educators,’ Georgieva noted, it has helped to generate interest in the use of VR in the learning environment. With only a smartphone app and the inexpensive piece of cardboard, students can be transported to other worlds...
This week I have focused on thinking (and writing) about critical thinking. One point of entry to learning about critical thinking or one way to incorporate some of it in your teaching would be to view and use this playlist of critical thinking videos.
Here is a sample:
You might also look at this article on using critical thinking in schools.
There are many online videos that offer an opportunity to talk about topics in critical thinking. Want to address the topic of argument? How about using Monty Python?
You could also teach logic via this twisted logic of Sir Bedivere leading the villagers down a path to determining whether or not a woman is a witch.
And now for something completely different, let us take the example of understanding probability. One general theory of probability is Bayes’ Theorem, named for the 18th century statistician and philosopher Thomas Bayes. In probability theory and statistics, Bayes’ theorem describes the probability of an event, based on prior knowledge of conditions that might be related to the event.
Confused? For example, if Alzheimer's disease is related to age, then, using Bayes’ theorem, a person’s age can be used to more accurately assess the probability that they have the disease. Baye's theorem can be applied across a range of disciplines and it is a way of understanding what it means to think rationally.
I have written elsewhere about a perceived "skills gap" for current employees when it comes to using social media in the workplace. Some social media consultants have said that 90% of workers don't have the skills to leverage social media as a business tool.
It would seem logical that there would be a "market" and interest in higher education to fill in that gap, and more social media courses are being offered at colleges - generally in marketing and communications programs. But for just-in-time training, current employees are also looking to online courses, MOOC offerings and free on-demand resources.
Hootsuite is one of those providers, but it also offers a Student Program that provides educators and their classrooms free access to social media tools and resources. They have a Hootsuite Academy, which obviously uses their own Hootsuite dashboard which is a widely used platform for social media management. They also offer free certification for students who complete the program.
Because I teach social media courses at a university and I also do social media consulting, I looked into the Hootsuite Student Program as another way to integrate hands-on activities into NJIT's online program.
I also see frequent mentions online about a broader “digital skills gap” with employees who don’t know how to use, or are not aware of, the technology available to them. According to a Harris poll survey in Entrepreneur, only one in 10 American workers have mastered their employers’ tools and this gap "Bleeds $1.3 Trillion a Year From US Businesses."
Social media is just one part of this larger gap, but the “meteoric rise” of social in U.S. over the past decade to more than 2.3 billion active social media users worldwide can't be ignored.
Some of the materials in the Hootsuite program were topics that I have always included in my curriculum for designing social media. For example, having students conduct an online reputation audit on a real local gives students a better idea of creating a strategy for a brand versus their personal accounts. Students do research and present an analysis in order to create a strategy to improve their client's social marketing. They research target audience, popular content channels and types, competitor social media use, and make recommendations for future social media marketing activities.
I have students create a social media campaign with objectives, target audience, and metrics. It no longer surprises me that my students often make very little sophisticated use of social media themselves, and have a very limited understanding of how organizations are using it.
One gap I have been attempting to bridge this past year is the lack of knowledge (and interest) in social media ethics and law. That gap is not only in students but in those currently working in social media.
I believe that this learning process has value beyond making students just being able to do marketing via social media, but that creating a social strategy through research, analysis and application, and doing it in a digital world can help bridge a number of skills gaps.
Google Classroom is now used by more than 20 million educators and students. It is used by teachers in schools as a limited but free learning management system (LMS), and I am sure Google is using it for their own developers who are building educational technology.
This academic year, Classroom updates show some of the direction this project may take. There were changes to allow more individualized work for differentiated learning. Google saw that teachers were creating "workarounds" to differentiate their instruction. Now, when creating an assignment, post or question, teachers can choose whether to share it with the entire class or just with a subset of students. Designers using full-featured LMS (Canvas, Moodle, Blackboard et al) have been doing that for at least ten years.
There are also updates that are more for the teacher, such as notifications to manage student work. Teachers now receive two new types of Classroom notifications—one when students submit work after the due date, and one for when students re-submit work. Again, these are features that have been offered in other LMS for quite awhile.
It seems that Google is moving towards creating a fully-featured LMS. Will that expanded product remain free, or are they moving towards a competing commercial product?
Updates that are more for developers, such as new capabilities to the Classroom API to make integrations with Classroom more seamless, also seem to indicate future expansion, Integrated applications can now programmatically add materials to coursework or student submissions and can modify existing coursework they’ve created. For K-12 schools the demands to integrate arelessthan those in higher education, but grading and student information systems (SIS) become criticl when any LMS is used in an "enterprise" manner. Other educational applications have been integrated with Classroom since the launch of the API, including tools like Flat.IO, Classcraft and Little SIS. I'm sure Google is monitoring these uses with an eye to future development of their Classroom platform.
Jeffrey R. Young moderated a panel at the Reimagine Education conference that was a debate on the question, “Is the Classroom Dead?” There were two people making a case for the need for in-person gatherings of learners (the traditional classroom) and two arguing that the classroom has outlived its usefulness.
Young's own post about it had what might be a more accurate title question: What If We Stopped Calling Them Classrooms?
What do you picture when you think of the word classroom? A teacher in front of a group of students in a room that probably has rows of seats/desks. How does that model match trends in education today?
NJIT once had the trademark on the term "virtual classroom" and that was often used in the early days of online education to describe what we were trying to do. The instructional design of the time followed the term and tried, as much as possible, to reproduce the classroom online. That meant 90 minute lectures, sometimes recorded in a physical classroom live before other students (lecture capture is still being done today). It meant having ways to "raise your hand" and respond to questions or ask questions. It meant tests and quizzes and ways to submit work and a gradebook.
But is that the way we should design online learning? Is it even the way we should be teaching in a physical classroom today?
One thing we seem to have gleaned from MOOCs is that the optimal length of video lectures is 5-7 minutes. Has that been adapted to most face-to-face or even online courses? No. Should we be teaching in a classroom in chunks of 7 minute lessons?
Not calling a classroom a classroom solves nothing. Calling a school library a media center doesn't mean much if the physical space and its contents remain a library.
Yes, this post is more questions than answers, but perhaps questioning what the classroom is in 2017 is where we are right now.
I am a proponent of the concept of teaching in a STEAM (science, technology, engineering, art, math) framework that goes across disciplines. I have seen many attempts to use science and math in teaching art - some successful, some not.
A new project that does this in an engaging way is a collaboration between Pixar Animation Studios and Khan Academy that is sponsored by Disney. Called "Pixar in a Box," it gives a look behind-the-scenes at how artists at Pixar need to use STEM to make art.
To make balls bounce, leaves in trees move in the wind, fireworks explode or realistic rippling water takes more than drawing skills. It requires computer skills and considerations of math, science such as physics and digital humanities.
In this learning series of videos on simulations, the Pixar artists use hair as an example of an animation problem that needed to be solved. Using examples from their films, such as the character Merida in Brave with her bouncy and curly hair, you learn how millions of hairs can be simulated if you think of them as being a huge system of springs.
As the lessons progress, you can learn about animation roles and will discover what a technical director does in the animation process.
The lessons are appropriate for grades 5 and up - though I can see many adults and younger kids interested in animation from a technical or artistic side enjoying the free series.