Class Session 4
Your Blog prompt was given in class and is posted below. You will have one week to complete and submit your blog comment. You can compose your comment in WORD and then copy/paste into the comment box.
Cohort B: Due on-before 11/16/o9
Instructional Impact Posting – Blog Entry #4
Watch the videos below entitled:
- Siftables – the toy blocks that think
- Augmented Reality by HitLab
- Education in Second Life: Explore the Possibilities
What do you see as the potential for these technologies to create new and different learning experiences for students?
Augmented Reality by Hitlab (Click to open in Y0uTube)
Education In Second Life: Exploring the Possiblities (Click to open in Y0uTube)
Siftables, the toy blocks that think (Click to open in Y0uTube)
Session Resources The Incredible Shrinking Notes personal-and-consensus-group-sheet http://www.educause.edu/Resources/Browse/ELI7ThingsYouShouldKnow/33438
{ 49 comments… read them below or add one }
All three videos were very interesting and exciting to watch and learn more about the new technologies being created. The two most impressive to me were the augmented reality and the siftables. The augmented reality was really cool because I think that students would really enjoy seeing images in 3D and this would be more helpful to them than just seeing a photo in a book or watching a video. The dissected volcano was amazing!! I also liked the book that “came to life.” However, I did not like the fact that it read it to the viewer. I’m so afraid that with all the new and wonderful technology that students are going to become too dependent on it— they still need to be able to read for themselves. The second life video was a little confusing to me. It looked a lot like a video game and I’m not really sure how effective this could be within a classroom. I would have to research this more to make a more educated decision. The siftables were my favorite. Those could be used for so many things: from art class, to music class, to the regular classroom for math, reading, and language. The biggest problem I foresee with those is that they will probably be astronomically unaffordable. There are so many different possibilities with every new piece of technology, it is absolutely mind-blowing.
I found two of the three videos very interesting. I really enjoyed learning about the Augmented Lab and siftables. The possibilities for these two emerging technologies could be endless! I did not see much of a benefit for the Second Life technology for the age group that I teach. I could see it being beneficial for high school students and college students. Like Laura M., I was too a bit confused on some of the aspects and details and I would need to do more research on the technology. It reminded me of the video game, The Sims, where you can control a person and their actions.
I would love to see how my students would react to the Augmented Lab goggles! I have many visual and kinesthetic learners this year & I could see them get so excited. Also, many students don’t get that 3-dimensial picture in their head as they read, so this could help with their imagination and build their background knowledge. I could see this really benefitting children of the elementary-aged level. As I stated before, I also enjoyed the informational video on the siftables. These too would benefit kinesthetic and visual learners who have to “see” the process in order to comprehend. I loved the Scrabble like game! This would be great for spelling activities, as well as building children’s vocabulary and recognizing word chunks. I would be interested to see the price tag on these two emerging technologies!
The augmented reality technology has many applications, from military to tourism. The potential for education is that it could provide students with an overlay of historical events such as a battle. Students could see a graphic overlay displaying the changes in the landscape of their own backyard. For example, perhaps they could see prehistoric animals that may have lived there. The video with the 3-D book seems like it is very neat and engaging. However, I can see the potential for this type of technology to decrease the need for students to use their own imagination.
Siftables are small computers in the form of blocks that can be manipulated to do various applications. I can see the potential for these to be useful for students who have difficulty using traditional computer inputs, since they are easily manipulated. The applications can be designed to be very intuitive. The video provides the example of pouring paint colors from one block to another. The technology could help students with language acquisition, since they can use non-linguistic visual representations on the blocks to create a story.
I have never used Second Life, but I can see its potential for education. There is a potential for teachers to use the program to teach about economics. One of the most intriguing things to me about the program is that people will spend real money to purchase accessories for their artificial life. An article I read several years ago discussed a similar computer game that there was demand for hyped up avatars. Actually, people would purchase an avatar that had reached a higher level in the game. This article stated that some people even made a living by spending time hyping up avatars to sell. It seems that Second Life has this economy as well. Schools and universities can even purchase “land” from a designer.
Other potential include the possibility for students to attend class in a student-designed classroom. The teacher could place restrictions on the design choices based on classroom content.
With any of these emerging technologies, it makes me consider how they will change the digital divide. Some students have access to so many technologies, while others have little or none.
As part of my educational plan, one of my goals is to try and retool my own creativity and teaching by experimenting with new technology and utilizing emerging technology in the art room. All three of the You Tube videos we watched had potential as learning experiences for students, particularly in the arts. Augmented Reality has continuous relevant potential for human interaction with technology. New forms of media such as this would have huge implications for literacy. The Eye Magic book would engage readers and the interactive portals in the Auckland, New Zealand museum science display were obviously appealing to the students we observed. Second Life would open up virtual worlds for students. They could live in paintings where sculpture comes to life. Experimentation would be endless! Learners could become immersed in their virtual lives-wearing costumes-designing their worlds, immersing themselves in history, interactive vocabulary, scavenger hunts as instructional tools, visits to art galleries and field trips that would allow students the experience without leaving their classrooms. Siftables toy blocks were interesting because of their tactile nature. They seemed more like games or manipulatives than computer files. I thought that the art application with color mixing would be effective in the art room. I wonder how long the cost would be prohibitive?
I am sure that I am dating myself when I mention how cool I thought it was to see in a World Book Online Encyclopedia image of a volcano erupting. All that the students could see was the movement of lava from the center of the volcano to its opening, but the visual effect demonstrated what mere words could not. In watching the YouTube video about Augmented Reality, I experienced similar thoughts, again, interestingly enough, through volcanoes! What this technological tool does is provide the means of bringing a third-dimension effect into the visuals that underlie the students’ education experience. What they see through the goggles can only aid in understanding countless lessons —from the make-up of atoms in science to the structure of land masses in geography. The use of augmented reality with the children’s book seemed like a “novel” approach to reading, one that might be useful, provided the students still are given opportunities to read themselves—and, more importantly, to be read to by a real person. Surely, these augmented books will not replace bedtime reading!
In Second Life, a technological tool again creates a three-dimensional world into which students can immerse themselves. Far more encompassing the augmented reality, Second Life builds a complete world in which students can learn. Although I have been wary of Second Life—and have even heard at least one librarian say that because of its difficulty, Second Life is useful only to those who do not have a “First Life”–I think that the potential of students’ learning with it is great. I loved the examples that the presenter gave of its use with science and math students. How cool it would be to use it when looking at archeological sites and building structures. The uses could be endless; and, I am sure that the students would not have as much difficulty as adults seem to have in creating these worlds!
I loved the Siftables, thinking that these cookie-sized computers could be used in so many ways to augment and reinforce students’ learning. Through technology, students, as David Merrill points out, would be able to interact with digital media on their own terms, handling it in a completely natural way. Because I think that these computers would be so helpful for students struggling with math and spelling, I looked online for more information about them. The website is interesting (http://siftables.com/), but, though the patent for the Siftables has been applied for, the computers are not yet available. The big question remains: How much will they cost?!
I see all three technologies as being ways to create new and different learning in the classroom. The first video on augmented reality is a great way to allow students to interact with their reading. My 3 year old daughter loves books, especially the books with the pop outs, so if she was able to look at a book that was 3D, she would go crazy. Although, I am a math teacher, I know my students could definitely benefit from books written with augmented reality. I also look at an article on popsci.com about augmented reality being used at BMW to help train the employees. I can see this being used at Daniel Morgan Technology Center, where high school students go to receive certification in certain fields like Automotive, Medical Assistant, Cosmetology, Welding, Electricity and etc. This would help them with the hands on part of their learning.
The second video on Second Life was really cool. This technology would be great for our Social Studies curriculum, World Cultures, allowing the students to create the scene to look like Egyptian times or Roman times. Second Life can be great to use in Science with learning about the layers of the atmosphere and in math with using money. I see this technology as a great learning tool for students.
The third video on Siftables was amazing. I loved it. This technology is great for every subject. I would really like to have this for my students to use to help them with their multiplication facts and division facts. This is an excellent resource for spelling words in all subject areas or just helping students that are weak in the area of spelling. The music teacher could also have fun with using Siftables in their classrooms also. I see this technology becoming really big and being a great resource for learning in the classroom.
I see all three technologies as being ways to create new and different learning in the classroom. The first video on augmented reality is a great way to allow students to interact with their reading. My 3 year old daughter loves books, especially the books with the pop outs, so if she was able to look at a book that was 3D, she would go crazy. Although, I am a math teacher, I know my students could definitely benefit from books written with augmented reality. I also look at an article on popsci.com about augmented reality being used at BMW to help train the employees. I can see this being used at Daniel Morgan Technology Center, where high school students go to receive certification in certain fields like Automotive, Medical Assistant, Cosmetology, Welding, Electricity and etc. This would help them with the hands on part of their learning.
The second video on Second Life was really cool. This technology would be great for our Social Studies curriculum, World Cultures, allowing the students to create the scene to look like Egyptian times or Roman times. Second Life can be great to use in Science with learning about the layers of the atmosphere and in math with using money. I see this technology as a great learning tool for students.
The third video on Siftables was amazing. I loved it. This technology is great for every subject. I would really like to have this for my students to use to help them with their multiplication facts and division facts. This is an excellent resource for spelling words in all subject areas or just helping students that are weak in the area of spelling. The music teacher could also have fun with using Siftables in their classrooms also. I see this technology becoming really big and being a great resource for learning in the classroom.
Wow! When can I get some augmented reality books for my library? I just know the kids (and the adults!) will love them. After watching that video, my mind was racing thinking about all the ways augmented reality could be used in the classroom. Videos would come to life in an instant. One of my favorite parts is that when you move around you can see different sides of the image. Math and science teachers could explore topics and the kids could “see” the whole concept. Social studies teachers could explain times in history and the kids would almost step back in time. Language Arts and Reading teachers could bring books to life in new ways. However, I don’t know that I agree with the host that mom and dad would be out of a job reading bedtime stories. The augmented reality books are neat, but you can’t beat sitting close to mom or dad while they read an “old fashioned” book!
I had never heard the term second life before. It took me a few seconds to get into this video because I think I was amazed that something like this could be created. It is so much more realistic than any software I have seen that promotes learning. As I watched the video I kept picturing how the kids at my school would love to use a program like this. Teachers could use it to help build background knowledge of events and places that students would otherwise never get to experience. I would like to find out more about the art museum part of this and see a demonstration of how you make the artwork as someone in second life.
Now I want some Siftables! I really enjoyed the part about the math and word making games. I could see many teachers using those in their classroom. The Siftables would be perfect for kids who need something extra to help them focus. I also liked that they were pretty small and didn’t seem to need anything other than a flat surface for them to work. Students could use them independently at their desks. My questions for these would be how much would they cost and how long would they last?
How cool! That is my reaction from watching the videos about Augmented Reality, Education in Second Life: Explore the Possibilities, and Siftables. What will they think of next! The question is what role does it play in education? Is this really something new or something recreated in a different package?
Augmented Reality is technology that overlays computer graphics onto the real world. Basically it makes images three-dimensional and allows the viewer to view images from any angle. It is similar to watching a three-dimensional movie. Users can feel like they are interacting with the images. The I Magic Book basically takes a story and brings it to life. The one advantage to using this technology is that it is easy for young children to use. A headset is worn instead of sitting at a computer. This will be great tool to use in collaborative groups instead of sitting around a computer. Students will be able to engage in conversation while they are viewing and learning. I think students will be very engaged in a story using the I Magic Book. It would also help students understand concepts that are very abstract. My only concern is the loss of imagination and visualization that the students create. The headset will be doing it for the students. It would really help students who are non-readers, but I wonder if there is an ability to turn off the sound so students are forced to read or will it replace good old fashioned reading?
Education is Second Life: Explore the Possibilities is basically a virtual world where students can create their own learning activities. Students can create or upload images or take words from text and create a virtual experience. This technology strongly supports the use of imagination. This would be great to use as a collaborative storytelling activity. It is also a great way to illustrate concepts that are tough to display through words or typical illustrations. Through the three-dimensional experiences, students can immerse themselves in history. They can truly experience and grasp a true understanding of what things were like before their time. It takes the abstract and makes it a little more concrete.
I have heard of Siftables before but I did not know a lot of detail about them. Basically they are interactive computers that are the size of a cookie. The great thing about this technology is that they are very physical. They are easily manipulated so they are great for young learners who don’t have to worry about using a mouse and keyboard. I really like this technology for young learners. I also like the fact that they give immediate feedback to students. Students can use them for math facts, making words, mixing colors, learning new words, and creating your own story. But when you really think about it, it is basically like the games you currently play on the computer. These are the same activities but in different packages. I also question about the durability of the Siftables. I know that they are created so that young children can use them but how much can they withstand. What happens when they are dropped, thrown, or put into slobbery mouths?!
Siftables, Augmented Reality, and Second Life have the potential to be a great asset to learners of all ages. These amazing pieces of emerging technologies have the potential to inspire and enhance learning beyond reality.
Siftables would be great to use in an elementary school. Students could use them to practice basic addition, subtraction, multiplication, and division facts by having them programmed to display random numbers and operations and allowing students to guess the answer before they place the block that will supply the answer beside the equal sign. For reading, I can see the potential for them to be used as blocks that can be placed together to spell a word and even sound it out.
Augmented Reality has the potential to revolutionize the way science is taught. By wearing special goggles, students can see holographic images of anything along with labels identifying the various parts. The three-dimensional holographic images make everything seem as if it is right in front of the students. Just imagine the three-dimensional image of a human body with all of the organs labeled for the students to identify. This is much more efficient than looking at a two-dimensional body in a textbook.
Second Life is currently being used by some universities to teach courses. Teachers can create a virtual world where students go to learn, and from what I understand, once inside they may even be able to interact with others outside of their own “world”. This seems rather creepy to me, but perhaps it is because I do not know enough about it. However, I am interested in venturing inside to see what takes place in this “world”.
I found all three videos to be quite fascinating. I can see augmented reality being used in many types of industries around the world. As far as education, the possibilities are endless. I could definitely see myself using it to bring stories to life for my students, look at 3 d shapes, planets and even geographical locations. I am very intrigued by the Siftables. I want to know more about them. How are they programmed? Do they come pre-programmed in sets like other blocks? What do they cost? This would definitely be something I would love to get my hands on to try in my classroom. The possibilities for this type of technology are limitless. Finally, second life, I’m not really sure of. It seemed a little strange. It almost had an eerie feel to it. I am sure some of its applications might be great for older students, but for my kids it would be scary. I am very interested to find out where and how all of these are being used in classrooms around the world.
Augmented reality by Hit Lab is really cool! I love the iMagic books. Kids would be so much more excited to read books and listen to stories. It would be really neat if the technology was developed enough to make it easy for kids to create their own books like that for projects. The only problem I saw with this technology was that the books didn’t have words. The story was read aloud. This is valuable, but kids also need to read the written word.
In Second Life is also very neat. It would be really good for history teachers. As a history teacher, I always try to bring whatever time period we are studying to life in my classroom. I try to help students see what it was like to live at that time. With this program, students could take virtual field trips back in time. Not only would this be a fun attention grabber, it would also help students to “see” what life was like during that time.
Siftables would also be a great educational tool. I loved the word and math games. I also like that it gives instant feedback to let you know if you got it right or not. I think they are great for letting students use their creativity to create different music, rhythms, or virtual worlds where they have control over how objects interact with each other.
It is an amazing time we live in. There are so many emerging technologies, I’m not sure if anyone can keep up. As a librarian, I am thrilled to see the creation and evolution of technology in our society. The virtual images of the smart 3D books, and augmented reality is mind boggling. I would love to experience this technology when traveling with my own family. I am intrigued by the idea of there being a virtual tour guide, and would love to see this technology implanted into museums and programs, such as Google Earth. The Second Life technology is quite limitless. I can see it being used in every subject in school to help students experience hands-on what they are to learn. I can imagine a huge Star Trek-like Holideck (virtual reality simulator) for everyday people as well. This would be the ultimate dream for a hardcore video gamer. I can only imagine my students reaction to me telling them we were going to “play video games” to learn history today. This is reminiscent of the movie, Demolition Man, starring Sylvester Stallone and Sandra Bullock… sort of bizarre. I loved the Siftable (toy blocks that think) and can see so many possibilities for growth with this technology. They are so multi faceted. My favorite application was the open-ended story ideas. The creation of music with the Siftables was quite intriguing as well. All of these emerging technologies also remind me of the Steven Spielberg movie, Minority Report, starring Tom Cruise! I saw that movie when it came out in the theater and honestly never thought I would live to see the science fiction become a reality. I know now, I will see much more.
The Augmented Reality clip was beyond amazing….The first thing I thought of was all those reluctant readers! Who wouldn’t want to read a book that is basically coming to life? This is what we want the printed word to do for children in their heads. For most it works but this would certainly strike home with those who don’t see books like this. I think it would certainly make our Social Studies and Science texts come to life. Instead of using a variety of colored markers to make the material pop, this almost invites you in. I really appreciate how it is completely 3D in that it can be rotated for a different perspective. Admittedly, one would look a bit dorky with the goggles but the end result would be well worth it.
David Merrill stated in the Siftables video…“We are on the cusp of new generation of tools to interact with digital media that will bring information into our world on our terms.” Are we kidding me? This was beyond my realm of information. Those interactive stackables were amazing. My only question…. Does all the software applications come loaded or would you have to buy different sets of siftables for different applications? I really got into the word game and think I would love that and it would build student’s site vocabulary. I also liked the math application, a really cool way to work on their basic math skills, as I assume there would be multiplication and division siftables. I also think they would be very impactful for an ESOL student as it talks, provides a picture and changes as you want the information to change. Students would be quite willing to do Word Works during Guided Reading time if I had a set of these.
The Education in Second Life video was unbelievable! This is like Sims on steroids for the classroom. How cool would fieldtrips that you would never really be able to go on become! The internet has interactive fieldtrips but this takes it up a notch. She also stated just about every job opportunity which can be a motivator for those kids that only care about their video games. A Second Life would be a great tool to use during career exploration. I could not begin to build a second life using lindens, but I am sure there are many children capable of building a second life with tools for classroom application.
All of these technologies are so new to me, but I am sure if I had it accessible to me, classroom application would be easy to develop. Only problem with new stuff…you spend so much time trying to incorporate its cool factor that you may lose your original purpose.
The Augmented Reality video just blows my mind. This technology would be an amazing enhancement for students in education. As a media specialist, I can only imagine how excited students would be if they had the capability to view books in this way. Storytime would truly come to life! I can see how this could encourage reluctant and struggling readers. Often times, boys are the reluctant readers, but this type of visual would be especially appealing to boys who already love similar scenes and technology through video games.
Second Life looks like a video game. It reminds me the new games in Wii, where the characters are cartoon-like but very realistic at the same time. I can see great uses for Second Life in any area of education. It would be amazing to use in a social studies class to visit other time periods or places and allow students to actually “experience” that time in history. It would also be a great way to encourage readers by visiting the places depicted in a novel. For example, when fourth grade students read Winter of the Red Snow during a study of the American Revolution, they could use this technology “visit” the place and time and truly experience what that characters feel.
Siftables show amazing implications for all areas of education as well. When I first saw the video begin, I only thought of math, like counting blocks. But as the speaker continued to explain the many uses, I can see that they could be used in any area. The scrabble/boggle type feature would be great for spelling and language practice. And the uses for art, such as the paint bucket, are amazing!
The Augmented Reality and the Second Life technologies are very unique simulations that would benefit your kinesthetic, visual and auditory learners. I can see opportunities to make concepts (such as geometry) that are difficult to understand more easily visualized. As a teacher of gifted students, I see that these technologies would open up the door to problem based learning opportunities. Giving students the chance to explore museums or other significant places, even virtually opens doors for creativity and understanding. Both of these technologies have immense possibilities for not only students and teachers, but for society as a whole.
The Siftables technology that has endless avenues! Flashcards would never be the same again. I am curious as to how these “blocks” are programmed. As interesting as the technology of Siftables is, I have several questions such as what are the problems with downloading or keeping correct information within the particular block. What type of durability would this technology have? Would calibration be necessary? On the whole, I would say that all three of these emerging technologies are tools would be useful in cooperative learning as well as individual learning.
I was very engaged in the video clip about Augmented Reality. As a person with dyslexia, I could have learned to love reading and writing stories if this existed when I was a kid. I think that parents would not be out of the bed time story business but fighting for the chance to sit down with their children to engage in the story time together. This has the potential to take students to a whole new level of learning to comprehend stories and even create their own.
The Education in a Second Life video clip triggered my thinking about some of my students who are so very limited to the world outside of the classroom. If I had this type of technology to use each day,I could bring that world to my students. This is a great way to expand horizons and encourage creativity to get students thinking outside of their small worlds.
The Siftables are fantastic and could be a great tool for teachers in the classroom. I was just amazed by this technology! This is also something my own principal has seen and is trying to get a set of siftables our classrooms. This technology can change the way students view school. The question parents often ask their children (as I often do) “What did you do at school today?” will not be answered with “nothing” but quite possibly with a lengthy response. All three of these emerging technologies have a very unique and valuable place in the classroom.
I LOVED the siftables! I think the versatility and interactive quality of this technology has the most potential of the three for classroom use. The fact that they can be programmed to do any number of applications and are fully interactive (with each other and the user) really lends it to use at any grade level. The only real problem I can see with the siftables would be the cost. To fully utilize this tool in a classroom setting, you would need many sets of them to accommodate a class full of students. I’m assuming this is not a cheap technology! The technology with the most economical potential would be the second life software. Students could visit places and times or experiment with scientific concepts using the desktops currently available. The student could have a computer counterpart within the program (like the personality you choose for yourself in a Wii game) to help invest them in the program’s lesson. I also really liked the augmented reality, but I think it will be a long time before this technology moves down the chain and into a classroom.
All three of the technology ideas presented in the videos could be used to enhance students learning. I found all three videos to be interesting. The possibilities of having this technology in our classrooms could change education forever. I liked the augmented reality and siftables best. The 3-D aspect of augmented reality would be neat for kids to ‘watch a picture come to life.” The augmented lab goggles were way cool! My students would really enjoy learning with this new tool. I could do so much more in class if I had these. I could teach science concepts in new ways that would allow the students more visualization with various topics. The volcano example was amazing. I can imagine what could be done with mitosis. The siftables would be a great tool for all subject areas depending on teacher use. I wonder how tough the siftibles are. How long would they last once they had been placed in the hands of students? One negative that I have with the new technology is the fear that students will become too dependent on machines. Our kids need basic skills taught by human interaction. Only a human can teach students some things. I would hate to see bedtime reading become extinct in American households. Kids need interaction.
By far, augmented reality is my first choice of the three for what I would like to have in my classroom. Immediately, several unenthusiastic readers came to mind. I can see having an augmented reality readers’ workshop and allowing kids to read the stories and actually watch them unfold! How exciting for pre-readers, struggling readers or even children who like to be read to, but do not necessarily enjoy independent reading. Another fun use in first grade would be researching a topic. So many non-fiction books have words that are way above the first grade level. These augmented reality books would certainly get the point across even if the kids couldn’t read the words.
Second Life looks a lot like a game my husband plays called World of Warcraft. The characters are lifelike and the worlds he/she can enter into are limitless. In my school, the kids who come to me in first grade have had very limited experiences. Although we like to schedule several field trips throughout the school year, it has become increasingly difficult due to budget cuts. I can imagine setting up a Second Life “field trip” and allowing students to independently explore areas of the destination, take notes and sketch important parts that they want to remember.
I want Siftables for my own children! I asked Santa to bring my little girl some, but I’m thinking that even if they were available, they would be WAY out of Santa’s price range. This technology is so exciting! I can imagine struggling mathematicians, readers, and scientists in my room getting an opportunity to practice in a hands-on way, that is much different and more fun than using the manipulatives and materials that are already available. I did, however, keep thinking throughout the presentation that I already do a lot of what he was showing, but I do it with cubes or blocks or other hands-on materials. The difference, I think, is that they are programmable to function in whatever way the user needs them to.
Siftables- I was able to see David Merrill discuss the siftables in person at the EDTECH conference a few weeks ago. His presentation was almost identical to this one. But he went further into showing more unique, on-the-horizon technologies. I am thrilled that this technology allows students to manipulate factors in their interaction with the digital world. So much of what we experience in the digital world is “virtual” and in the mind’s eye. Siftables enable students to increase color value or sound with “natural” motions like tilting and touching items together. This is perfect for tactile/kinesthetic learners. And I can imagine that the interactivity would also make a huge difference with ADD/ADHD learners who need varied formats of information to learn and hold attention.
Augmented Reality-I love the three dimensional exposure to scientific concepts. Again, this takes abstract concepts and puts it in a format that more students at various levels of ability can “see.” The interactive stories are a great way to help students learn to visualize characters and setting. However, I would not want all books to go to this format….I prefer to imagine stories in my “mind’s eye.” Think of how disappointed we are when we see a movie that based on a book and the images don’t match what we envisioned.
Second Life – I am not a “gamer” but my husband is an avid Playstation 3 player. This interface reminds me a lot of his games, like Uncharted 2 that takes place in Tibet. It was awesome to watch him play and see the different landforms. Another game he plays that I love to watch despite the violence is God of War which intertwines the great stories and characters of Greek mythology. This Second Life platform is similar but enables individuals to create specific settings for their learning environment. I love how the platform is experiential. It really “takes you there.” It didn’t show where other people could also enter…but I noticed that it was a lot like my son’s Halo game where other characters(players) can come in and you can talk and work with them. This would be a more developed e-pal concept where students in various locations around the globe could enter the same “simulation” and work together. WOW!
All three videos were amazing to watch. To me, the Siftables were the most amazing because of the variations and complexity of it all. The instant feedback from watching the presenter do simple math problems was amazing. I thought the music program was incredible. Bringing the book to life in augmented reality was very cool. I can really see Siftables used in the elementary setting and being use effectively. Most kids love 3-D movies and I can definitely see how interesting it would make a book come to life. A couple of concerns that I had are the bulkiness of the viewer as well as the fact that it read the story to the students. Students need to continue to work on their reading skills and read books themselves. I do love the fact, you could use the goggles to explore science concepts and really see things like volcanoes explore. So cool!
I didn’t care for the second life concept mostly because I couldn’t see how it would apply to my 2nd graders. I was really confused with the overall theme and concept other than it would be useful for scriptors and programmers to practice developing
These were three very neat technologies that I could see having a major impact on education. I didn’t really understand the augmented reality video as much as the other two, but thought it was neat nonetheless. I thought that the augmented reality was a really neat concept, but I can’t really see its impact on education in the same way that I do from the other two concepts. The second video, Education in Second Life, was more education related, in my opinion. I agreed with the statement in the video that this concept could be used in a variety of subject areas from history to art, for example. My favorite, of course, was the siftables! I was introduced to this technology in another graduate technology course that I am currently taking. When I first saw this emerging technology, I was blown away! Their use in education is endless. I imagine how the “Making Words” activity would come to life for young minds using siftables. The possible math equations were a wonderful idea as well, not to mention the ways that they could be used in the areas of art and music. As with many new technologies, the possibilities seem endless.
I would love to play with those siftables. The principal at my school showed us that video last week and was very excited about it himself. I think those have a good chance of influencing education, depending on how much they cost. There seems to be so many possibilities for different ways to use them. Two of the games shown were similar to applications I have downloaded on my i-pod, but more interactive. It would be great for students who like to work things with their hands. Struggling students may benefit from these the most. Just think how much fun it would be to practice your math facts or spelling words with siftables.
All three new technologies would be ways to keep students of all ages interested in learning. The books would be wonderful to keep students wanting to read more and parents would want to share that with them. Each new book would be an exciting adventure you would want to revisit many times – kind of like a favorite traditional book. The second life video looked like it could take the place of a field trip. It would be very cool if you could make it go and see places you would not be likely to visit, like the arctic tundra or museums in Europe.
Augmented Reality – Augmented Reality gives students a more concrete visual for understanding. It’s all about human interaction and it is a great interacting teacher tool. I also enjoyed the graphics and how they mixed the graphics and the real world. The Imagic book allows books to be read in 3D. It allows a virtual image from any angle; that cannot only transform books but entire classrooms.
Education in Second Life- Ed. in Second Life reminds me of the new “Xbox Natal. Virtual field trips that travel back in time and interact with live audiences are a must see in this “dad” experience. It simulates ancient cultures, use platforms (different ones) to make learning an experience- simulator. You can defy gravity and do things in 2nd life that you couldn’t do in the real world. It also gives higher level activities to students to start and grow your own business. Students can practice different design elements, give opportunity to collaborate, share knowledge and work together with one another.
Siftables- Siftables are awesome toy blocks that are the size of a cookie, can be moved by hand, and it comes with a wireless radio. It can be applied to reading because it comes equipped with a sound application. Students can create books and add stories into old ones.
The augmented reality could be used in education at all stages. It could be used in reading books, as the video suggests. It could also be used at the secondary level as 3d pictures/diagrams of every topic is science. The books at the secondary level are flat representations and often seeing them in 3d would enhance their understanding.
Education in second life could greatly enhance education in science. We use Google Earth a lot in my 8th grade science class. With the education in second life, we could actually “place ourselves” at the volcano or earthquake spot. The students could “travel” to these places that we study. Our kids are at a disadvantage because we are not near any plate tectonic region (which is really a good thing!!!!) and with this age, they do not understand the importance of these areas because it doesn’t affect them directly. Education in second life could be a benefit at all levels and subjects.
The siftables were amazing! The uses of them in education is probably countless! As far as secondary ages, I think that it would be greatly usable in ELA and math. The higher math classes could work with the equations in siftables. I’m not sure of the implications in science, but I’m sure they have thought of those. The elementary grades could use them in math and ela also. They would be able to be used as reinforcers definitely!
These three technologies could have a great impact on education. Augmented Reality could help students visualize books and give them a new perspective. It helps to put them in the situation rather than have them imagine what it is like. Augmented Reality would also allow students to see many objects in 3D that are not visual in real life. For example, students could see 3D models of cells in science. This technology brings information to life, which makes learning more applicable to students’ everyday life.
Second Life would allow students to take on roles of people from history so they could experience what life was like not just read about it. Second life could also take students to places they may never get to experience. It gives new meaning to virtual field trips.
The Siftables bring new meaning to the word manipulative. These could easily be used in math to work with numbers and equations. They could be used in language arts to write stories or practice spelling. All of these technologies could most importantly make learning more fun and exciting.
Cookie-sized computers that interact with each other—amazing! I had the opportunity to see David Merrill demonstrate the Siftables at the SC EDTech convention and I was blown away by the educational implications of this technology. Students of all ages would be able to use the Siftables to learn and reinforce math, assist and enhance reading and writing, and extend their creative efforts in all areas. I especially was intriqued by how they interact with each other. Second life may be more applicable to older students, but could be a valuable tool for virtual fieldtrips and realistic experiences that would otherwise be impossible for all ages. Augmented Reality is going to change the way students learn as they become part of a story and truly become engaged in learning through virtual reality. These new technologies are sure to excite our digital learners of today.
All three of these new technologies provide educational experiences that are entertaining, exciting, and interactive.
Augmented Reality is unique in that the 3-D virtual graphics viewed are experienced according to the user’s perspective – in real time and still using their real environment during the experience. Students have the opportunity to closely view and inspect a 3-D view of what was before only imagined – such as viewing at different angles the different layers of the Earth. Books can literally come alive – the viewer can connect with a story’s text in an exciting, new way – no longer as an outsider, but a participant as the events unfold. The learning seems more authentic because students move in their real-world environment but are still able to view virtual graphics and experience simulations. To me, this application makes simulations and virtual reality seem much more authentic – rather than immersing into a completely different, somewhat artificial world, students are viewing dynamic graphics that seemingly appear in their own environment.
Second Life is an amazing technology that can help illustrate different time periods, settings in novels, etc. by making a different, previously unknown setting (previously described with text and limited video/audio components) suddenly become alive and interactive for the student. The student controls his movement throughout this new setting. This is a contrast to technology currently available where viewing option are limited and the environment viewed on a computer screen is still somewhat artificial. Second Life provides an experience that is more authentic – by including sounds, touch, and even smells.
The application also allows students to not only experience, but also create their own virtual worlds by adding text, scripting, embedding multimedia, etc. This provides tremendous flexibility for students and encourages collaboration as students have the opportunity to work with a multimedia component of interest.
Siftables allow users to experience digital media and technology in an entire new way. Rather than being sedentary behind a desktop PC, students can actively manipulate siftables, each containing digital media, in order to make connections. The possibilities are endless: audio components can help learners recognize letters and the sounds they make, and also arrange letters in order to create words. Students become more active as they physically manipulating tiles in order to solve an equations, and learn sequencing in an authentic manner by arranging the siftables in various ways to solve problems. The kinesthetic opportunity provided by Siftables is much greater than the limited range of motion provided by a standalone PC. There’s no trade-off in the learning experience – Siftables allow movement and active learning while still providing the learning benefits of digitally, enhanced multimedia content embedded within the tiles themselves.
All of these technologies build on current applications, but they offer even greater enhancements in student learning experiences. Students are more active while using these technologies, the content is provided in new, exciting ways – allowing students more control and involvement in their learning experiences. With more senses involved and the opportunity for even greater engagement in the learning process, abstract and unfamiliar concepts will become more tangible and much more memorable for the student.
All three devies could be used in many different ways to engage and enhance the learning that is already going on in the classroom. It is amazing to think just how much technology has exploded in such a short amount of time. My favorite of the three technologies is the siftables. I have seen this before in one of my master’s classes that I am know taking and it is an awesome piece of equipment. I feel that all children could use those to become better at what they are doing and use it as a tool to teach others. There are so many possibilities for the use of siftables in the classroom for all ages. I really enjoyed watching the video on the augmented reality becuase it could bring reading alive to those who are not as excited about reading as others may be and it could help get them more engaged in the classroom. The possibilities are endless with each piece of technology and what can be done and how they can be used. It would be amazing to have just one of them in my classroom and begin to explore them more.
Once again technology is showing us that learning is limited only by our ability to understand and teach it. I can see augmented reality becoming the next generation of reading and writing books. My first thought when watching the video was, what a great way to teach metaphors, similies, and personification. “The clouds became her pillow and the lake became her bath.” For students to be able to create and manipulate objects in a story would provide a somewhat concrete image for understanding these literary elements.
Second Life is just like stepping into the virtual world of gaming. Most of the games played now, whether online or on a gaming system involve a vitual world. I’m sure someone will design programs for younger children, but I see this being used at the middle and highschool levels.
Siftables will be a great addition to learning at any age. It seems the developers have created a variety of ways it can be used. I wonder if everything you see in the video will be available with each set or if consumers will have to buy different versions, depending upon how they intend to use them.
Each of these new technologies have the potential to reach students in ways not thought of before. I have heard a lot about second life, but have never considered any educational aspects. After watching the video, I can see potential, especially for high school / college age students, providing a secure environment. It is definitely a valid forum for artists, architects, and interior designers to showcase their work and for different time periods to be studied in more detail than textbooks can provide. A drawback I see is the environment is only going to be as good as the designer’s attention to accuracy. It seems a great deal of research would have to be done to recreate a realistic environment. Still, the ability to actually become a resident of medieval Europe is exciting!
Siftables look really interesting, especially the word making simulation. That would be a commercial application that would draw attention to the product. Educationally, there are multiple applications for all age levels, especially younger students. Using Siftables would get that kinesthetic component of learning going and let students experiment naturally.
The augmented reality would really change the way students see the world. I see this technology being used more in the sciences, exploring natural phenomena in three dimensions. Students will be able to manipulate objects to see them in all new ways. When studying earthquakes, you could see the actual faults. You could visit an erupting volcano, fly to any planet in the solar system, or explore the depths of the oceans. The possibilities are endless. As far as the storybooks, I can see the potential there as well, but I guess I’m just old fashioned in the regard that books and stories are written to help develop our imagination. If the story is playing out in front of you, are you really using your imagination? And let’s face it, without imagination, would any of these products even be developed?
These tools are amazing! They offer a completely new and highly engaging interactive way to learn. Looking solely from the perspective of a history teacher, I can see applications for each of these new technologies.
With Augmented Reality, I could take my students into the French Revolution or the Industrial Revolution and let them watch these key events unfold before their eyes. Students would have the ability to watch as major world events happened while they got an explanation of the importance of the event. It could also be used to create an interactive environment where students could engage with key historical figures and learn about their lives and accomplishments.
Second Life takes the idea of Augmented Reality to a slightly higher level. With AR students would have the ability to watch events as they unfolded, but with second life it appears that it would be possible to put students in the events and let them make decisions and then watch the outcome so they would be able to compare what really happened to what could have happened if different decisions had been made. Second Life also would make the idea of a virtual field trip more fun and more real to the students. How much fun would it be to take my students on a walking tour of Versailles during the reign of Louis XIV or through Saint Peters in Rome?
The Siftables look like they would lend themselves to time line projects and the inevitable matching that occurs in Social Studies classrooms. Essentially, the siftables offer a new form of an old assignment, but one that would more readily engage students of the digital media age
I think these technologies have a great potential to create new and different learning experiences for students. I really enjoyed watching the augmented reality video. I can only imagine how my students would react to having an augmented reality book. I know they all would go crazy for it, but it would be a great tool to get those kids of mine who don’t ever willingly open up a book get excited about reading. My favorite part of that video was when they were in the science museum and they were looking at the layers of the earth. I just finished teaching my kids the layers of the earth and all I could think about was how amazing it would have been to have that technology in my classroom to show them.
I think there are also many possibilities for Second Life in education. The video talked a lot about stuff that I wouldn’t need to teach to third graders, but I’m guessing it could be set up for use in an elementary classroom also. It would be a great way to teach habitats or about the settlers and the new world.
The Siftables were pretty neat too. I could see my kids getting really excited about math and making words with those to use as manipulatives!
Blog post #4
While all three videos are intriguing, only one is worth a Wow! reaction, and that was the one on Siftables. These interactive computer blocks are not only really cool but also adaptable to a wide variety of practical applications. They would be great in a classroom for tactical or kinesthetic learners though everyone would want a turn. They could be used at all grade levels across subject areas. One could imagine kindergartners using them for everything from the ABCs to counting to colors. For older elementary students, they could be programmed for a variety of educational games (such as concentration) and math concepts. Secondary students could use them to manipulate algebraic formulas and to learn chemical formulas. So, I wonder how much these Siftables cost. Are they even out of the conceptual stage in the first place? How difficult are they to program? How sturdy are they for daily student use? And, are they hacker resistant?
The illustrations in the picture book shown in the Augmented Reality segment were crude and boring and the enthusiasm of the presenter certainly is misplaced in my opinion. Declaring these 3D illustrations to be “the biggest thing to happen to books since the printing press” is hyperbole at best. For decades developers of one electronic medium after another have declared the standard book to be dead. They have all been wrong. In this film, the narrator was ready to jettison not only the archetypal picture book but also the parent. This person is ignoring the importance of parent-child “together time” and that is as important, if not more so, than the actual process of reading a book. I can’t see many children preferring to trade an adult reader for a set of goggles on a stick.
The virtual reality simulations referenced in Education in Second Life have made their way into secondary and higher education. The Business Department at Spartanburg High School has a virtual reality lab for its career education strand. This technology, that can transform lectures and textbook prose into true-to-life simulations, has many applications. First, it can reach the tactile and kinesthetic learners that textbooks and lectures leave behind. Second, it can provide virtual practice for job skills, in fields such as medicine and oceanography, where actual practice opportunities would be very expensive or dangerous. Third, simulations can expose students to situations that may be hard, or unwise, to duplicate in real life, such as the failure of an airplane engine. That said, the video that introduced this concept was visually unattractive with jerky movements and poorly replicated images. Could the producers not have created a more polished piece?
All three of these innovative technologies have the potential to create new and different learning experiences! I am amazed by the Augmented Reality and think it could revolutionize the way we use books. It is applicable in any subject area and could work with all age groups. Readers can be a part of a book and experience it in totally new ways. The Second Life program was intriguing. It looked great for older learners yet seemed limited by its complexities. Keeping that in mind, Second Life could be used in many subject areas. Is this a precursor for a “hollodeck” like in Star Trek? The Siftables were amazing! You can use them in any subject area and by a variety of age levels. Young learners completing simple tasks would quickly become more proficient as they worked with the blocks. All of these new ideas could benefit learners if they are not cost prohibitive. School districts already struggle with budgeting and it would be great if new and innovative technologies were available for everyone.
Augmented reality by Hitlab allows students to not only hear the story but visualize the action in 3D. I think this definitely will help students to enjoy reading more, especially the struggling reader. It would also be neat for students to not only study volcanoes, tropical forest, etc but with goggles can see firsthand what it would look like. Students get to learn by interacting and seeing.
Using Second Life is like going on a field trip without leaving the classroom. Students get to experience what it is like in another country, rides in a theme park, etc. just like if they were there. There are many students in my class who have never been out of the upstate, so for them to be able to see and experience things and places they have never had the privilege to do is not only exciting for the student but for the teacher as well.
Siftables was awesome. I teach math so I saw so many opportunities in which these could be used. By using these students can experiment what happens and by experimenting they learn the concept. This makes content stick better for students. I have used graphing calculators to teach slope and the students look at how slope changes when the number is negative versus positive and when the slope is a big number versus a small number. By experimenting and seeing, the students find out for themselves. So siftables allow students to experiment and learn by experimenting.
Technology motivates students in the classroom and this technology brings learning to life and it is real life to them. Students need to be able to question, explore, experiment, etc. Everyone learns by experiencing so hopefully technology will allow more experiences for students.
My philosophy of education is one of learner-centered, experientially based instruction. I believe learners learn best when they are presented with relevant authentic challenges and are required to collaborate, think and reflect. All three of these emerging technologies have great potential for teaching higher-order thinking skills with new and different learning experiences for student. Sophisticated inquiry, exploration, collaboration and immersion are difficult to teach with traditional methods. These emerging technologies allow students to do the kind of thinking and problem solving that will be needed to succeed in the world of tomorrow.
When I first saw the AR clip, my thoughts were “How Creepy!” Then, I realized that I really enjoy AR when I watch a hockey or football game. When you think about it, Viewmasters were kind of creepy, too, but very engaging. Thus is the beginning of many emerging technologies that cause us to experience our reality in a new way. Not only will our methods of instruction change in the future, but our entire learning environment will. I see the number of books decreasing in my library media center and that space being replaced by computers. We could take a media center tour and never walk a step. How great this will for long distance space travel. You will have a trained surgeon who can operate on any part of the body. You won’t have to have specialists. With AR, the surgical skills can be used on any body part.
After watching the Siftables clip, I was ready to buy some to play with. I appreciate the value of manipulatives in education and they appear to be an updated version of Froebel’s blocks. His “free play” theory has been incorporated into not only Kindergarten but into upper grades as well. A product like the siftables allow students to try lots of combinations and possibilities quickly while searching for patterns that lead to solutions. Teachers could have a set of siftables (much like they have a set of clickers) that could be reprogrammed to test or teach a number of topics. I see them used in building a periodic table for example, or matching a visual and description of an element like sulfur with its symbol. Then these are clicked together, a signal is sent to a central classroom scoring location to give the teacher feedback about student performance. These are neat “toys” that have a lot of potential for many subjects. Specifically, for the media center, students could quickly match up call numbers with books. We play a game like this now with paper cards. Siftables (which could be reprogrammed ) could be used for this sort of thing.
I heard a speaker at a conference recently say that she played Second Life because she was not married, had no children, etc. so she basically didn’t have a first life. Only recently have I accept this as a legitimate educational medium. The potential for writing a story and then actually producing a second life type scenario is rich. Instead of reading a story to the class that students have written, they can share with their peers an engaging story that literally leaps off the page. This technology holds great potential for new and different learning experience because it has the look and feel of a video game but with an educational goal. They will have direct engagement with the content and can climb into a cell or volcano, swim with the sharks, or perform in the Globe Theater. Students would be able to collaborate with each other as they gather data, share ideas and solve problems – skills they need as they navigate through the information age.
Amazing, phenomenal & incredible are words that came to mind as I watched the videos. My favorite of the three were the Siftables. So small, yet the impact they could have in education is powerful! They are a great tool to allow students to physically manipulate digital information. I can see students using them in ELA and Math. Being a musician, I loved the music sequencing possibilities. Way cool! I like the idea they are easy to use and do not require much instruction.
The augmented reality was incredible. I see AR opening up doors for students to view and interact with information in ways never before possible. Being able to see images in 3D would bring science and social studies to life right before their eyes. This would also transform reading a book in to a virtual adventure!
Second life is amazing. The fact that the student can take on the role of a character would allow them to learn about book characters and historical figures on a higher level and create deeper meaning for them. I think second life would appeal to students because it closely resembles many of the video games they play. I liked the statement made in the video: “you can take the difficult or impossible and recreate it in 2nd life”. I think learning would also be more meaningful because it becomes experiential for the learner. Since it allows the user to experiment with colors, shapes, designs and even textures, I see many uses in the realm of art, architecture, interior design at higher levels of education.
I absolutely loved the Siftables. I had so many questions left unanswered about how it works, though. How many come in a set, can you program anything into the Siftables or are you currently limited to specific templates? The Siftables would be great for science lab days. Just as the presenter was pouring paint into a tray from a virtual paint can, a student could mix virtual chemicals together to produce the outcomes without the cost and safety of lab equipment. Students could also use the Siftables as an alternative to storybook software. I loved how the characters were able to interact just by the student moving the blocks together.
Augmented Reality was totally cool (yep, using grown up words here..). I’ve got to check into one of those books, probably at a science center, to see how it really works. I assume, based on the video, all you really see is a white page with a black box if you aren’t using the special goggles. How the goggles cause whatever was programmed into the black square to not only pop up into 3D but also move…I don’t know!!!! I want to know! This would be a great way for textbooks to walk a student through an example, such as a math problem, step by step. This would be really great for a word problem.
The Second Life reminded me of my daughter’s PetVet computer game. It used nearly the exact same graphics and layout. The bonus here would be that most students are already familiar with the layout of the simulation software. I was a little confused as how the teacher would actually set up the simulator, whether or not there were a lot of preprogrammed simulations ready to manipulate or if the teacher had to do a bit of computer programming. This could be a turn off. However, I believe, even with math, simulating a three dimensional object for a student to observe from several angles, or a virtual classroom with a famous mathematician, such as Pythagoras, explaining his theorem, would get the students involved.
As I watched the videos, I tried to think of what could I do with each of these. As I watched the video about the Siftables, I immediately began to think of things that I could use these for in my classroom. Several of my students popped into my head and I knew instantly that they would benefit from these tools. Some students just need that extra in order to grab their attention. I think students would enjoy using these and I think they would be very beneficial to my classroom.
The Augmented Reality video was also very interesting. I think that this system would attract my boys who hate to read but love video games. I think that they would become more interested in reading and would become better readers because of it.
The only one that I wasn’t sure if I could use was the Second Life video. As a teacher of second graders, I felt this might be over their heads. However, I think students who were in middle to high school would really enjoy using this tool for research. So many of them are into role playing games on the computer and gaming systems, this would be right up their alley.
So many people are coming up with interesting and exciting interactive applications for the classroom. I just hope that somewhere we can begin to find the money to have these implemented into some of our classrooms.
While watching these videos, I thought about how I might be able to use each of these new technologies as an elementary school media specialist. All three were very interesting and would certainly be as asset to maintain student interest and attention. As far as what would be applicable in the media center, I really liked the Augmented Reality and what it could mean for reading. Even children that seem uninterested in reading would become interested and engaged because it is so neat seeing the story come to life like a mini movie or a video game. I would love to see and use one of these in person! The video clip on Second Life really got my attention as well. I wondered how much control the user has on the surrounding and the events that take place. I would really like to try this out to see how it works! As I watched this one, I thought about how it could be used particularly in the media center to show students a place and time related to something they had read or some research they had done. This is a tool that the user would seemingly really need to spend some time becoming proficient at using before trying it in class, but when that happens it would be an awesome addition to any teacher’s list of resources! While watching the video on Siftables, I was amazed at the variety of applications and ways they can be programmed. These look like so much fun to use and learn with! I would have to see them in person, I think, to get a grasp on what they can do and how they could be used in the media center. But overall, these manipulatives were amazing and it seems that we may be seeing more of these in the future. With all three applications we viewed, I wondered about the cost of each. I know all technology items decrease in price the longer they are on the market, but school districts seem to be cutting back somewhat on technology expenditures, so the cost of these items was a big question for me. They were all really neat and I felt surprised to see what is coming in education!
All three of these new technologies were amazing. I find the Siftables the most useful for my grade level. Those would be incredible with young elementary students. So many children, especially at this age, are kinesthetic learners. Being able to manipulate the blocks to make words, sentences or math problems would be so beneficial. I was impressed with the child in the video who was using them to create his own story. It was evident that he was putting a lot of thought into what he wanted to convey in his story. This would definitely be a technology I could use on a daily basis.
Augmented reality was very interesting also. I see many benefits to using it. Giving a 3D representation enhances the meaning and makes a lasting impression. It’s simply amazing that the view changes as the viewer moves. There are so many uses for it- foremost in my mind, science. My concern is cost- is this really something we could afford in the classroom? It would seem to be cost-prohibitive
Second Life was impressive, but lacked the realistic touch. Did the presenter just make a poor choice in the scene selection? It’s hard to tell. I can see the advantages to teach high school and college students, but I believe it needs more polish if I were to use it in my classroom.
• Augmented Reality by HitLab
This video is remarkable. If there is any drawback, it may be that actually using it is time consuming and labor intensive. My assistant’s son created a wonderful “scene” using this type of program and it is amazing. I can imagine drama clubs using it to block out their plays, language arts students creating stories, and teachers presenting lessons using this. It has lots of uses for middle and high school students and teachers. Elementary kids might be too caught up in the creation to learn from any content.
• Education in Second Life: Explore the Possibilities
While this is a valuable concept, I think it is for higher level students like those in their last years of high school and college.
• Siftables, the toy blocks that think
There are so many uses for this product that I want to run out and buy it. It could be used for the teaching of all levels of math. Spelling and language development are naturals for this. I can see it as an amazing aide for Special Ed classes. Using concrete objects is essential for some children who learn kinesthetically and these blocks not only work for the students in that way, but provide actual content and the means to take them to higher level thinking. “Education should be fun” has become a cliché, but I cannot imagine this not being fun for any student on any level. It would not surprise me to learn that these are being used at universities, especially those specializing in engineering or architecture. I wonder when the price will come down?
The video clips were very interesting, and all three could be used to enhance learning in education. I absolutely loved the siftables. This would be an excellent way to teach math equations! I also thought that the 3-D images on the augmented reality were really awesome. Teaching science can be difficult sometimes because some of the concepts are not easy for students to understand. I loved the clip of the volcano exploding. The images in the book really help students grasp the concept of a volcanic eruption, because most of them have never and will never be close to a volcano. The education in a second life would be excellent to use in Social Studies. It would provide students with opportunities that allowed them to travel back in time. WOW!
These three videos on Augmented Reality, Second Life, and Siftables demonstrated some amazing technology we will most likely be seeing in schools, sooner rather than later. The Second Life virtual reality is used in high school and college level classes globally to create, live, and interact socially. It is used to teach languages, use adaptations of art exhibits, music, theater, and other subjects. The other two
In the Augmented Reality clip, I was appalled the young lady spoke so highly of the Magic Eye reading books she felt it could replace bedtime stories with mom or dad. Technologies should never been seen able to replace classroom discussions or those tender bedtime experiences with a parent. The human interaction given a child at bedtime develops confidences between parent and child, soothes worries, provides a physical bond, and involves so much more than just a book. Children who don’t have these special relationships and caring from a parent either wouldn’t have much of this technology available to them at home anyway or it would be available as babysitters, much as gaming systems are now. These books may be great experiences for daytime activities, and even center time in a classroom, especially for reluctant readers, but they should not replace human interaction. One benefit of the Augmented Reality segment was viewing how it may be used to enhance interest in Science.
Siftables seemed to be the best tool for younger students. They were also enthusiastically received by the audience. Using them to develop spatial patterns, relationships, and creating looked very worthy. These would best be used in creating music, mathematical patterns, spelling proficiency, and being able to mix up an art palate, to enhance the classroom experience. Collaboration with others is easy to add in their use as well. Use of these engages thinking levels that line up with Bloom’s higher orders of thinking: analysis, synthesis, creating, and evaluation. I want these manipulatives.
I have not had experience with any of this technology. The closest may have come when we got an Eye Toy for our Nintendo system. It was physical and fun, but not educational. I have done the virtual field trips and the 3D views of rooms on sites, and Google Earth, but in a limited manner. Second life does not seem to have much to offer elementary students at this time. Technology is helping to make education exciting and more global. However, as with any teaching, its use should be carefully weighed, make sure it aligns with standards, and its use is monitored and guided.
What do you see as the potential for these technologies to create new and different learning experiences for students?
The emerging technologies won’t be by tomorrow; it is for this reason we as instructors teach both students and colleagues the everchanging hot new items with a bit of frustration and a lot of awe and trepidation.
Augmented reality by Hitlab shows the 3-D capabilities of the Imagic books. The glasses are the school bus. The field trip destination is the 3-D interaction now available at a classroom kiosk or a visual learning station. Whether it’s a volcano or a story, students can now see the most realistic replica of theaters, landscapes, cities, habitats, etc. as if they were standing in the middle as a live visitor. So what? Will fundraisers for the annual Washington, D.C. trip fade and no longer matter? Will foreign exchange students stop exchanging? Perhaps not, but all will arrive a little more prepared and educated.
The virtual reality Second Life allows complete student immersion in a culture, time period, and learners and participants of that realm or spectrum. Soon students will have to be shown that books were once written on paper, not a screen or a stylus. As a media specialist, showing students a world prior to books and the written word is possible through an emerging technology such as Second Life.
The siftables technology is amazing for spatial and kinesthetic learners. Its capabilities allow learners to manipulate chunks of idiocy into meaning. Without knowing it, students are forced to make sense of the blocks or chunks just as they would if there were no sounds, play back, etc. The relationship among the siftables is determined by its user. The user has numerous connections of meaning and outcomes from which to choose.
These three pieces of technology have the potential to have a great impact on education.
The Augmented Reality provides students the opportunity to become a part of and truly explore literature and/or graphics. Students can explore from various angles giving them a more realistic view of an abstract concept.
Second Life appears to be applicable to middle and high school students, but I definitely see how, with the proper guidance, it could be used to help expand student ‘experiences’ . Second Life gives students the opportunity to experience life during another time, or in another part of the world that he or she may otherwise never see. These experiences can help deepen student understanding and interpretation in many subject areas.
Siftables appear to be the most applicable for working with young learners, although they have many uses with all disciplines and grades. This technology seems as if it would be beneficial to both your struggling learners and higher functioning learners. Does one siftable ‘house’ all of the various capabilities or do you have to purchase sets depending upon your goal? I would love to have these in my class.
Blog entry 4
In order to decide on the potential learning impact of these emerging technologies, I had to do a little further research since I have not had any experience with them. Unlike Virtual Reality that aims at replacing the perception of the world with an artificial one, Augmented Reality has the goal of enhancing a person’s perception of the surrounding world. Being partly virtual and real, the new interface technology of AR which is able to display relevant information at the appropriate time and location, AR has many advantages over traditional manual-based models in training and learning applications because users can see and touch the real objects, and at the same time have an interactive guided support to allow the users to work at their own pace. This support includes highlighting and sequencing specific objects in the users’ field of view, depending on the task and the users’ experience, or presentation of documentation. The combination of AR technology with the education contents gives birth to a new type of automated applications and act to enhance the effectiveness and attractiveness of teaching and learning for students in a real life scene. The technology provides a simple way of progressing to the teaching, learning and training in education. It promotes ‘active’ training, both in the psychological and physical sense, and will encourage the users to have diverse thinking perspectives, which should prepare them better for their other day-to-day activities. I am still not completely convinced of the potential educational use of second life in elementary education and K-12 as a whole. As far as higher education and professional development that makes much more sense to me. I am completely hooked with the siftables. I looked on the internet and the estimated cost of a pack of 10 would be somewhere around $500.00. These handy little electronic blocks make current manipulatives completely obsolete.
The learning potential for these 3 technologies lends itself to doing new things in new ways and not just old things in new ways.
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