Technology in Transit -- Paper by 53

Technology in Transit — Paper by 53

Click on the slideshow to see more images. (5 total)

Paper was November’s technology of the month for Technology in Transit. Presenter Andrea Gonzalez showed how teachers can use Paper to create check-lists, lesson plans, visually appealing sketch-notes, annotated diagrams and photographs, as well as how students can used them as whiteboards in group activities. As a free app available on iPads, iPhone and Android phones, Paper offers a great opportunity for Teacher Candidates to generate an immersive flexible learning environment, particularly during a period of time when students are becoming increasingly comfortable using digital tools. Individual slides containing information, from written data to illustrations, can be organized like a wall of sticky-notes, simply by sliding your hand across the screen! When producing material for classrooms, there are a wide suite of tools available for teachers to explore and to play around with, including Draw, Sketch, Outline, Write, Color and Mixer tools. Find out how teachers around the world are using Paper by 53 in their classrooms here!

The information sheet from this presentation can be found here.

Presenter

Our featured student this month is Andrea Gonzalez, Tech Rover at Educational Technology Support and Faculty of Arts student.

Technology in Transit: Paper

Session Information:


Date: November 18th, 2015
Location: Scarfe Main Foyer
Time: 12:00pm – 1:00pm
Registration: Not required

Event Description

Drop by Scarfe Foyer at lunchtime on November 18th to see this month’s Technology in Transit showcase, which features note-taking and sketching app Paper!
Paper is an iPhone, iPad and Android app where you can take detailed notes, annotate photographs and draw sketches to generate a virtual wall of “sticky notes”. You can create checklists, spotlight details in photos and sketch diagrams with great speed and ease, at home, in work and more.   The app is free and easy to use, and is easily implemented in the classroom.

Raising awareness of emerging technologies is a key part of what we do. On the second Wednesday of every month, Educational Technology Support (ETS) hosts Technology in Transit. Technology in Transit is a space for Teacher Candidates and graduate students to demonstrate different teaching and learning technologies that they have been actively using. The one-hour session offers people the opportunity to engage with educational technology as they walk through the Scarfe foyer during their lunch break.

The information sheet for this showcase can be accessed here.


Presenter(s)

Our featured student this month is Andrea Gonzalez, Learning Technology Rover in the Faculty of Education.

Missing Scroll Bar in macOS

There is a very common bug with Mac computer running macOS where the Full Grade Center appears to not display all columns. At the same time, the familiar scrollbar used to view the columns at the end of the Grade Center has gone missing.

Thankfully, there is a workaround for this issue!

Video Tutorial

(View Full Screen for best results)

Instructions

1. From the Mac, click on the Apple icon at the top left of the screen.

2. From the contextual menu, select System Preferences.

3. Once the System Preferences window opens, select General.

4. Select “Always” from the Show Scroll Bars options.

5. Navigate back to Connect and refresh the Grade Center page.

Contact Us

Facing some challenges with Connect? If you are running into issues in Connect and would like to learn how to resolve them, we’re here for you! We’re also available by phone at 604-822-6333 and by email at ets.educ@ubc.ca.

Check out our other ETS Tips!

You might also be interested in:

Teaching with Minecraft: Interview with MET graduate and teacher Dominic Maggiolo

By Andrea Gonzalez — Posted on: Oct 30, 2015

Image courtesy of Creative Commons by Kenming Wang

Navigating the Lego-like world of Minecraft 

As mentioned in an earlier post, the video game Minecraft has rapidly gained momentum as a virtual educational platform. Millions of students play Minecraft in their spare time, but for educators, Minecraft offers a dynamic and focused learning environment that can develop their students’ critical thinking, problem-solving skills and social interactions skills, while making activities fun and engaging.

The educational potential of Minecraft was vividly brought to light by Henry Hudson Elementary teacher and UBC MET graduate Dominic Maggiolo, as he encouraged his classroom to collaborate in the creation of the digestive system using Minecraft. After seeing his students’ replica of the human digestive system through Twitter updates, I decided to ask him a few questions regarding Minecraft and its use as an educational platform:

 

 

Where did the idea of using Minecraft to create a replica of a human digestive system come from?

“When I was in high school, I had a teacher who really inspired me through computer programming. We used a program language called LOGO. Some o
f you old school programmers/nerds are probably aware of it. We often used the language to replicate/recreate scenes or mini games. The idea to use a game/programming language to learn has really stuck with me to this day. In fact, it truly shaped my philosophy of teaching. Learning within a 3D environment establishes a safe space to work in. Video games are great models for all types of learners, because they offer an expansive and all encompassing platform for educators and students. What I mean by this is, video games offer an adaptive learning platform that allows players to learn from mistakes, and adapt to meet a higher goal.

In the past, I’ve used Minecraft to recreate whole First Nations communities specific to the time period we were studying. Students built Longhouses, canoes, gardens all using blocs representing the specific wood/flora geographically found in that area. I’ve used it for other countless projects, so to recreate the digestive system was only natural. I had two goals. First was that I could walk through the system and two, the students were to show, within the confines of the game, how the digestive system works mechanically and chemically.”

Why are you using Minecraft as opposed to other games? What distinguishes it from other video games?

“Minecraft started as an open sourced project by a couple of Swedish programmers who never intended for it to be as big as it got. A fews years back, when the game was in it’s infancy, a friend told me to check out this game about digging and building. We all thought the game was fun, but just “ok”. Like most sandbox games, it gives you an open landscape with endless possibilities. Thinkof it as digital LEGO bricks. Naturally, this caught on with youth and eventually some teachers adopted it in their classrooms. Minec
raft is immensely rewarding. The short answer as to why Minecraft is so immersive is that it the game is responsive. It’s truly built to react to decisions the player is making and offers direct feedback. The mechanics developed within the game allows for incredible team building and collaborative moments. I’d also like to point out that Minecraft was wasn’t intended to be educational. The game was built to play, for fun, not to instruct. So the game didn’t have mechanism that inhibit play if you don’t meet a certain “goal”. There are many educational games out there that unfortunately are built/designed in way’s that cheapen learning. This is another discussion for another day. I also don’t exclusively use Minecraft in my classroom, in fact I use games such as StarCraft, SimCity, Civilization, Super Mario Bros, World of Warcraft, a text-based open source program called Twine and other small indie games. Accordingly, I also use tabletop role playing games such as Dungeons & Dragons and Fiasco, which are extremely fun and engaging. The list goes on! We also really like playing with LEGO bricks!”

Image courtesy of Dominic Maggiolo

First steps in the classroom-wide creation of the human digestive system using Minecraft. Courtesy of Dominic Maggiolo.

Why do you think game-based learning has become increasingly popular in the past few years?

“Game-based learning gives students immediate responses to problems. As a student, you’re an active participant in your own learning. Students actively engage in using game-play to solve a question or approach a topic. Game-based learning has gained popularity in the last few years, partly due to accessibility to devices and various technologies, howevers it’s important to note that games have been played for centuries.

Play is ubiquitous. Play is how we learn. In kindergarten, teachers encourage the use of play to build meaningful bonds, not only with their classmates, but also, to help shape their minds. This can be seen in much of the research and literature done on play, but Jean Piaget popularized the idea that young children, simply mimic what they see and what they hear at home. From there, those children externalize that to greater depth via role-play. One may argue, this is their interpretation of what they think is normal.

Video games for example, surpass film or any other form of entertainment. They are the leading industry. So, with many kids, teens, and adults are playing games, it’s only natural that games be integrated within the classroom. Game-based learning isn’t to be confused with gamification. Rather, gamification brings game elements (mechanics) and are integrated within a non-game setting. Alternatively, game-based learning uses games (or video games) to enhance learning.”

What do you think are the advantages and disadvantages of using games such as Minecraft to support and encourage classroom learning? Do you think there are any potential dangers of using these games?

“Video games offer a controlled environment to build experiential learning. Students are able to confront unfamiliar challenges in a safe space. Accordingly, video games become works of art, because they including illustrious atmospheres, and complex characters that contribute to intricate storytelling. Game play allows students with vastly different experience sets, and learning styles to progress in one classroom. Some students and educators struggle to identify the benefits of gameplay in the classroom, because they have no experience with it.Technology is changing rapidly, and is still without a specific structure. Educators interested in using games are faced with many choices and obstacles. An educator should be prepared to decide which type of game they will apply, what device they would like to use, and what level of difficulty is appropriate for their curriculum. This should not be a deterrent for introducing video games into a learning environment, rather the inherent value of game-based learning should stand out. Video games should be considered allies to your students learning practice, because video games are a powerful way to make people think critically. By developing a cohesive learning plan, educators can use games to streamline learning concepts to a group of students with individual learning techniques. Before bringing video games into the classroom, the educator must first hand immerse themselves within the environment to then effectively bring what was learnt to the classroom.”

How do you encourage your students to become involved?

“It’s rare that I have to encourage students to want to be involved in playing games in the classroom. An approach to hook student is building the games. We make both digital and tabletop games throughout the year. This approach allows students to visualize the games in a whole different way. From the conceptualization, to the mechanics, the art, gameplay, prototyping, troubleshooting, playtesting, and launching a game, students are able to see how layered and involved games are. Games allow students to explore concepts, feelings or ideas virtually about anything. Playing, developing, inquiring and tinkering, hacking skills we embrace daily. My students and I don’t view the space we enter each day as a classroom, but more so a workshop, a hub for creation and discovery. With that being said, students naturally gravitate to it and want to learn.

I’ve also made valuable relationships with organizations, startups and game studios, consulting on various innovative projects and games. My role, simply assessing the design and educational value of said games. These experiences allow me to playtest a lot of interesting material. My students also get to tap into the fun. Many of the games we play offer brilliant opportunities to go through the process of building a game. But more importantly, how to critique it. My students offer valuable feedback in turn, giving them the experiences to evaluate a product and how to give constructive feedback.”

It seems that limits for game-based environments are being re-shaped constantly, as teachers such as Dominic design new creative and innovative classroom-wide projects to engage and challenge their students. Recognizing the vast potential of game-based learning environments, some faculty members in the Faculty of Education have also harnessed games to engage learners in different ways than traditional learning platforms. While some games may unfold in a virtual setting like Minecraft, they can take multiple different shapes and forms according to the teacher’s vision. For instructor Dr. Carolina Palacios, the game is a role-play. Her undergraduate on-line course, Adult and Higher Education 412, unfolds in a blog, Adult Educator Weekly, an imaginary newspaper to which students contribute as reporters and as readers. Dr. Palacios participated in TEC Expo 2014, our annual showcase of emerging technologies for learning, where she shared her experiences as the editor of Adult Educator Weekly. Check out her presentation here!

Additional Resources: 

Featured Teacher

Dominic Maggiolo

Dominic Maggiolo is a grade 5/6 teacher at Henry Hudson Elementary, Vancouver. He is a year round cyclist, Dungeons & Dragons lover, player of games and a @UBCMET graduate student. He is increasingly interested in researching the ethics of play, cyberculture and video games and learning.

Staff Writer

iPad Apps for Students with autism: Hype or Helpful Technology?

By [the author] on [the date]

In recent years, there has been a marked boom in the number of iPad apps designed to support students with autism, with the mission of developing their learning and communication skills. Some of the tech companies responsible for this rise claim that their apps are based on extensive research and educational strategies proven to work with children with autism, on a delivery platform that suits their interests. Yet, given the limited research on the effectiveness of iPad apps for children with ASD (Autism Spectrum Disorder), there is more than enough reason to be skeptical of these claims.

IPad_2_Smart_Cover_at_unveiling_crop

Dr. Pat Mirenda is a Professor in the Department of Educational and Counselling Psychology, and Special Education, specializing in autism. “There have only been a handful of studies looking at whether kids with autism learn as well with iPads. One of them was by a Master Thesis student from UBC who graduated last year, Alexandra Voroshina. She compared traditional paper and pencil instructional materials to iPad-based materials and asked: do iPad apps have an advantage over pencil and paper in teaching academic skills to children with ASD, or it is a tie?  Voroshina then conducted a careful study where she found iPad apps to teach two students with ASD basic tasks and then she made paper and pencil versions of the apps. Ultimately, the only difference between the two conditions was that one was pencil and paper and the other one was iPad.”

At the start of the study, Voroshina expected the iPad to win, as most people argued that it would be a more effective learning pathway than paper and pencil. However, one of the students was so overstimulated by the iPad that it hindered any productive learning. He always performed better with paper and pencil.

“When you really get down to it, there is not necessarily an advantage. There may be for some kids, but it is not as black and white as people might think. It may be that it is more motivating, it may be that it is distracting. So you really need to be careful in terms of assuming, I think people assume that it is going to be better. Go in any website and they will tell you that their apps are the best ones, but we don’t know empirically that this is actually better” revealed Mirenda.

At present, most of the iPad apps produced for students with ASD are for early education childhood, pre-school and in some cases, kindergarten. One such example is SkillChamp by Infiniteach, an app that teaches ten foundational level skills for students with ASD, including colour matching and happy/sad face recognition. Nevertheless, while tech companies such as Infiniteach envision a future where their apps can be fully incorporated as a staple in the classroom, the reality is that for learning in schools today, the vast majority of children are not using iPad apps. Rather, instructors often add them into their classroom structure following the completion of an assignment as reinforcement or a reward for completing the task.

Although the beneiPad appsfit of iPad apps to students is still up for debate, iPad apps can both time and cost effective for instructors. Creating learning activities on an iPad allows instructors to cut down the time spent producing and organizing classroom materials, allowing them to use that time in other productive ways e.g. designing assignments, supporting other students.

“In Voroshina’s study, she kept track of how much time and money it took her to create the activities in the two scenarios. Some of the tasks were quite complex and she needed to laminate them, so it took her somewhere between 15-20 dollars and between 1.5 to 5 hours to produce the pencil and paper version. Not counting the original cost of the iPad, creating the activities on the iPad was free and took her only minutes. So maybe the hype is partly because of teacher convenience.” said Mirenda.

Given that these new apps do not always work with ASD students as well as we are often led to believe, perhaps we should shine the light on other technologies that have been successful with students with ASD: smartboards. With their high-quality visuals and interactive nature, smartboards can be an engaging addition to an ASD classroom, enabling students to move things around and to work collaboratively on a task.

“If I were to build a world for students with autism, it would have a smartboard and a teacher who knows how to use it really well” admitted Mirenda.

 

Additional materials

 

IBBY Silent Books: Final Destination Lampedusa Exhibit

By Andrea Gonzalez on Oct 16, 2015

In an era where educational technology is in constant flux and digital platforms rise and fall in popularity, it is often argued that books have taken the passenger seat to more famous digital devices. As terms such as e-learning and flexible learning have become 21-century buzzwords, children have become increasingly familiar with tablets from the Kindle to the Nook. Nevertheless, as the original educational tools, books from graphic novels to picture books continue to be essential vehicles for classroom learning.

If there is anything that can steer children’s imagination forward at a universal scale, it is visually engaging wordless picture books. With the support of IBBY Italia representative and storyteller Mariella Bertelli, LLED (Language and Literacy Education) professor and renowned illustrator Dr. Kathryn Shoemaker curated and produced an exhibit in Rare Books and Special Collections titled “Silent books: Final Destination Lampedusa”, with books from various corners of the word. As an illustrator and LLED instructor for Introduction to Children’s Literature, Shoemaker teaches her students how they can use illustrated literature in the classroom, with a real focus on picture books, wordless book and graphic novels.

“The collection was initiated by the International Board on Books for Young People, or IBBY, and started after World War II with the idea of unifying children around the world with literature. In response to refugees coming in from Africa into an island called Lampadusa, the people at IBBY Italia realized that there was a diversity of languages among the migrant refugees and their families. So they created a library of wordless books, called Silent Books, that children of any language would be able to access. Following stops in Italy and Mexico city, the exhibit is now in Vancouver and will be traveling to Edmonton after this stop.” said Shoemaker.

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Having heard of Shoemaker’s involvement in Children’s literature events and activities, Bertelli reached out to her to set up the exhibit in Vancouver. Bertelli then coordinated the arrangement to bring the books to Canada, ultimately leading to the decision to showcase the books at Rare Books and Special Collections at UBC’s Irving K. Barber Library for the general public.

“The public and anybody who wants to come in can come and see them. They are all books that we want people to handle. In order to understand them, they need to go through them. ” adds Shoemaker.

Although vastly different in their content, the books are unified by the recurring themes of journeys and secrets, as readers are transported from one place to another and prompted to uncover hidden puzzles. “There has been a proliferation of these books because they work so well with ESL students. It can level the playing field because you don’t have to have to have the language. It is also a way of helping a new language learner talk about things, either first in their own language or with the new language they are learning, particularly some of the sequential ones where you have to predict the course of events” said Shoemaker.

When incorporated into the classroom, there is a potential for these books to bridge the gap both for ESL students and students with learnings disabilities. Although grounded within a cultural milieu, the beautiful illustrations in these books transcend language boundaries, offering up a vast pool of opportunities for Teacher Candidates to experiment with them in elementary classrooms. As the books have no text, children are encouraged to truly read the pictures and construct a meaning based on them, generating the space for their creativity to thrive. Perhaps by reflecting on the books and developing innovative and even tech-savvy ways to integrate them into the classroom, teachers might help to remedy the frayed relationship between picture books and children.

Additional Resources

 

Hybrid Pedagogy: Using Twitter as a Teaching Mechanism

By Andrea Gonzalez on Oct 05, 2015

The Twittersphere finding its way into the classroom

Does the Twittersphere now encompass contemporary classrooms?

One of the most renowned social media platforms, Twitter has rapidly become a marketing tool to craft individual and collectives social media presence, reaching out vast audiences with the touch of a fingertip. It has worked its way into the marketing psyche of companies: you are always just that one click away from reaching an ever expanding number of interested viewers.

As an increasingly tech-savvy generation of students advance towards higher levels of education, some instructors are embracing innovative technological approaches to liven up their courses. From September 20th to October 3rd , Digital Pedagogy Lab Instructor Jesse Stommel offered an online Teaching with Twitter course, showing teachers how to integrate social media platforms and writing styles into contemporary classrooms. According to the course description, Teaching with Twitter is intended to introduce teachers to approaches for using Twitter in classroom and online teaching. Rather than striving to make teachers absolute experts in the platform, the course emphasizes how the Twitter platform can be leveraged in multiple pedagogies. From exploring ways to create assignments in Twitter to inciting lively discussion, students will then be encouraged to reflect on the value of social media platforms as a potential educational technology. Assignments vary in scope, yet Stommel draws attention to his “Twitter Essay”, an assignment he has devised where students are asked to condense an argument into 140 characters.

At first glance, for teachers to even consider using Twitter an a supplement to their course might seem counter-productive; after all, won’t having access to this social media platform distract students and discourage them from discussing face-to-face with other students? The fears abound: wouldn’t the abbreviated “Twitter-speak”, with its 140 character limit, reduce the amount of information accessible to students and distort their grammar?

On the contrary, according to Stommel, composing a tweet is “most certainly a literate and sometimes even literary act… relying on conventional sentence structures and words to create clear contexts”. In fact, research on the potential of Twitter in education has demonstrated that Twitter can also increase interactivity and engagement with students, motivating them to collaborate and participate in class (Nicholson & Galguera). Writing a condensed 140-character message is a learned skill, one which requires creativity and experience in generating succinct and effective messages for all types of audiences.

As an Arts student, one of the challenges I encountered in my first year (and truthfully, even in my second year at UBC) was developing a clear and concise thesis arguments that fully encapsulated my position on a given topic. Over time, as I gained more exposure to the academic style of writing, I started finding out the types of sentence structures and words that allowed me to successfully send my message across to a scholarly audience. Although completely different to Twitter, brevity and clarity are still vital ingredients. While this two-week course might not transform someone’s writing style, assignments such as the Twitter essay might help to develop the types of literacies that are not only vital in higher education and the workplace, but also in our increasingly interconnected and Internet-centric world.

Much like tweets condense messages into 140 characters, poems also compact meaning into a series of charged lines and verses. In the UBC Faculty of Education, Language and Literacy Education professor and poet Carl Leggo demonstrates how creativity and clarity can be incorporated into teaching practices. In addition to multiple collections of poems, Leggo has written a book about reading and teaching poetry, titled Teaching to Wonder: Responding to Poetry in the Secondary Classroom. You can learn more about Leggo’s work here.

Additional Resources


 

Technology in Transit — Duolingo

Duolingo was September’s technology of the month for Technology in Transit. Presenter Natasha Rivera demonstrated how she used Duolingo to make learning languages fun and visually engaging for students as well as to challenge them to advance to higher levels. Duolingo enables students and teachers to learn a number of languages from Portuguese to Ukranian with an interactive and user friendly interface and provides a teaching opportunity for Teacher Candidates to enrich and support their students’ learning. Each lesson includes a diverse array of beginner and advanced speaking, listening, translation and multiple choice challenges, and instantly grades your answers, keeping students engaged and motivated.

The information sheet from this presentation can be found here.

Presenter

Our featured student this month is Tasha Rivera from the Faculty of Education.

Tasha Rivera

Tasha is a Bachelor of Education student in Secondary Core French and Japanese. She just finished her MA in Asian studies here at UBC this summer. She is very interested in both learning and teaching modern languages and the new technologies available to help with that goal.

Technology in Transit – Duolingo

Session Information


Date: September 30th, 2015
Location: Scarfe Main Foyer
Time: 12:00pm – 1:00pm
Registration: Not required

Event Description

Come to Scarfe Foyer at lunchtime on September 30th to see this month’s Technology in Transit showcase, which features Duolingo!

Duolingo is a science-based language education platform that enables users to learn multiple languages, from Spanish, French, German, Portuguese, Italian, Dutch, Irish, Danish, Swedish, or English in a fast, fun, and free way. The application offers amazing opportunities to teachers, educators and students, allowing them to support classroom learning with bite-sized lessons where they can answer multiple-choice questions, speak translations into a microphone, and type in phrases in a structured tree of learning. In addition to its website, it can be accessed as a language-learning app on Android phones and iPhones!

At Educational Technology Support, one of our key goals is to raise technology awareness and demonstrate the various applications of technology in teaching and learning. On the second Wednesday of every month, Educational Technology Support (ETS) hosts Technology in Transit. Technology in Transit provides a space for Teacher Candidates and graduate students to display the different technologies that they have been actively using in their courses. The one-hour session offers passers-by the chance to observe and engage with educational technology as they walk through Scarfe Foyer during their lunch break.


Presenter

Our featured student this month is Tasha Rivera from the Faculty of Education.

Tasha Rivera

Tasha is a Bachelor of Education student in Secondary Core French and Japanese. She just finished her MA in Asian studies here at UBC this summer. She is very interested in both learning and teaching modern languages and the new technologies available to help with that goal.