Technology in Transit -- Explain Everything

Technology in Transit — Explain Everything

Session Information


Date: February 10th, 2016
Location: Scarfe Main Foyer
Time: 12:00pm – 1:00pm
Registration: Not required

Event Description

Join us at the Scarfe Foyer during lunchtime on February 10th to see this month’s Technology in Transit showcase, featuring Explain Everything!

Explain Everything is an easy-to -use interactive whiteboard and screen-casting app that offers a variety of uses for students and teachers. This app features interactive, video recording that takes “explaining everything” to a whole new level. Drop by Amanda’s booth on Wednesday February 10th to learn more about how how can use Explain Everything in your own classroom!

At Educational Technology Support, we strive to raise technology awareness and showcase how technology can be used to enrich teaching and learning. On the second Wednesday of every month, Educational Technology Support (ETS) hosts Technology in Transit to provide an environment for Teacher Candidates and graduate students to display the technologies that they have been using in their classrooms. This 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 Amanda Schoepp from the Faculty of Education.

Amanda Schoepp
Amanda Schoepp (BA, MA, CELTA) is a teacher candidate in the Personalized Learning and Technology cohort in the Elementary program, who enjoys exploring integrating various aspects of technology into her teaching practice.

 

Tech in Transit – Wikispaces

Session Information


Date: January 27th, 2016
Location: Scarfe Main Foyer
Time: 12:00pm – 1:00pm
Registration: Not required

Event Description

Join us at the Scarfe Foyer during lunchtime on January 27th to see this month’s Technology in Transit showcase, featuring Wikispaces!

Wikispaces is an open-classroom management platform that facilitates student-teacher communication and collaboration. Using Wikispaces, teachers and students can write and edit pages together, create and edit group or individual projects, communicate in a private social network, and participate in real-time formative assessments. Drop by Jolene’s booth on January 27th to learn more about how teachers are using Wikispaces and how you could integrate it into your own classroom!

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 Jolene Loveday from the Faculty of Education.

Jolene Loveday
Jolene Loveday (BA, MA, CELTA) is a teacher candidate in the BEd Middle Years (English and IB-MYP) program. She is the student representative for the Faculty of Education in the UBC Vancouver Senate and the Academic Director of the Education Students’ Association. Additionally, Jolene is an experienced adult educator, having taught English as an Additional Language and English literature for the past decade. She is currently a faculty member, on leave, at Vancouver Community College..

 

Winter 2016 Orientation to Learning Technologies

On January 12th and 13th 2016, the ETS team held two “Orientation to Learning Technology” workshops. Arriving from various departments in the Faculty of Education, including Curriculum and Pedagogy and ECPS, instructors and faculty members came to learn more about the multiple technologies available at UBC and how they can be integrated in their classrooms to enrich their student’s educational experiences.

During the workshops, Natasha Boskic and Sharon Hu showcased the delivery models of online and hybrid classroom environments, demonstrated technologies such as Collaborate and showed instructors the available support at ETS. Ian Linkletter and Bill Pickard described the tools available in Connect, including communication tools, UBC Blogs and Library Online Course Reserves. Andrea Gonzalez went over the additional learning technologies at instructors’ disposal and students, such as WordPress, edX, iClickers, Camtasia, and CLAS, as well as other image-editing software such as Snagit and Camtasia. Instructors had the chance to think about on how they might incorporate these new technologies in their classrooms, ask any questions they had, and share ideas about the technologies.

As the information was presented in the sessions, instructors, teacher candidates and TA’s remained curious and excited to find out how they might apply the relevant technologies into their respective classroom settings. Participants posed some excellent questions during the Q&A segment and were able to leave with more confidence in their abilities to make use of technology in their teaching.

Emoji Pedagogy – Engaging Digital Learners with Emojis

By Andrea Gonzalez — Posted on: Nov 23, 2015

Since the early 1990s, emojis have gained rapid popularity among the digital sphere, peppered everywhere from text messages to web pages all over the world. Similarly to keyboard symbols, these emoticons have become such an integral part of our daily lives that they are now being used almost as a universal language, from educational campaigns to classrooms.

Many of us at UBC can vividly remember the floorgraphs and posters around campus that sought to raise awareness about consent and sexual assault.  According to the UBC consent campaign website, research suggests that people react to emoji the same way they would a real human face. In addition to grabbing people’s attentions, it has been found that some emoji can affect cognition, helping people remember a message more easily.

Image courtesy of Creative Commons

It is no wonder, then, that emojis have exploded as a new source of innovation in classrooms. In recognition of the educational potential of emojis, some instructors are currently testing the use of emojis as part of new assignments. One example is Providence Arts Educator Tyler Horan, who recently developed an innovative “emoji pedagogy” for his one-week digital arts intensive class. In order to teach his Photoshop fundamentals class, covering tool bars and layers, he encouraged students to use website Emoji.ink to gain inspiration for their artwork, from which they were able to make connections to other artist’s work in the course.

“I am always attentive to what my students are interested in. If my students are interested in emoji, I’ll teach emoji. It’s a new visual language imbued with so much meaning, but it also can be a tool for abstraction” reveals Horan.

Another striking example of the emoji move into education is the GE Emoji Science website, complete with an Emoji Table of Content, Youtube videos and lesson plans. In the videos, science educator Bill Nye explains scientific concepts and theories ranging from climate change to evolution with the use of emojis. Nye adds emoticons from ‘meh’ to ‘shocking’ and ‘angry’ to his graph of carbon dioxide concentration versus time to illustrate how drastically carbon dioxide concentrations have risen in the past 260 years to over 400 parts/million.

[youtube]https://www.youtube.com/watch?v=rPqd20tdncg[/youtube]
Condensed into 2-minute long videos, and complete with a fun background tune, it could be argued that these videos are too simplistic to do justice to a topic as complex and nuanced as climate change. Nevertheless, the familiar icons pique our attention. Even if just as a starting point, Nye’s videos and the GE Emoji Science website give insight into the potential direction of classroom activities for a new generation of digital students, particularly in elementary and middle school classrooms.

At the Faculty of Education, various instructors employ visual language tools as the central focus of their classes. Language and Literacy Education Professor Dr. Kathie Shoemaker teaches a number of course with illustrated materials, from Introduction to Teaching Children’s Literature to Using Canadian Children’s Literature in the Classroom, among others. While the pictures in these illustrated books are evidently different to emojis, both in their printed nature and more intricate format, they are bounded by their ability to communicate a dizzying array of human emotions. As students’ interest in emojis inspires new innovative pedagogical techniques, we might start seeing small doses of class content transformed into this cheeky, but effective, visual language.

 

Resources

 

 

Organize pages in your UBC Blog using Menus

Finished creating your main content pages? Using Menus, you can customize the look of your blog by creating headers and drop-down menus! Simply follow the instructions below.

Video Tutorial


(View Full Screen for best results)

Instructions

  1. Log into your UBC Blog http://blogs.ubc.ca/ using your CWL username and password.
  2. In the Dashboard screen of your UBC Blog, select Appearance > Menus.
  3. Create your Menu. First name and create your menu e.g. Main Menu.
  4. Locate the Pages. Under Menus, you should be able to see a section titled Pages. These will only show the pages that you previously created and published on your site. If you have saved any pages as drafts, they will not be able to be added to your menus until published.  For more information how to create Pages, click here.
  5. Add pages into the navigation menu. Choose the pages you would like to add to the blog by checking the box next to them, and click Add to Menu. These pages will automatically be added to the bottom of the menu structure.
  6. Organize the pages. You can change the order of the pages by dragging the pages up and down the menu with your cursor.
  7. Add sub-navigation or drop down menus. You can also change the menu structure and create drop-down menus by sliding some pages to the right.
  8. Save the Menu. Click Save Menu at the bottom of the page.

There you go!

Contact Us

If you would like to learn more about how to change the look and feel of your UBC Blog or how to add content, stop by our Learning Technology Drop-In sessions on Tuesdays from 12pm-1pm in Scarfe 1008! We’re also available by phone at 604-822-6333 and by email at ets.educ@ubc.

Check out our other ETS Tips!

You might also be interested in:

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