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John Evans

Teach Coding in the Classroom: Resources from ISTE '14 | Edutopia - 0 views

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    "I was super excited to attend Hack Education (originally called "EdubloggerCon"), an all-day unconference held the Friday before the formal start of ISTE 2014. This interactive day of learning, now in its eighth year, was touted to me as the event to attend in Atlanta, and it did not disappoint. The informal, small-group conversations were inclusive and welcoming. The "rule of two feet" meant that if you needed to move, you were encouraged. And session topics were diverse -- on the schedule were discussions about maker education, augmented reality, design thinking, game-based learning, coding in the classroom, digital storytelling, and many, many more!"
John Evans

8 Examples of Transforming Lessons Through the SAMR Cycle - Emerging Education Technolo... - 3 views

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    "The SAMR Model for integrating technology into teaching, developed by Dr. Ruben Puentedura, has gained a good deal of exposure in recent years. "SAMR" is an acronym that stands for Substitution, Augmentation, Modification, and Redefinition. The SAMR model provides a technique for moving through degrees of technology adoption to find more meaningful uses of technology in teaching and move away from simply using "tech for tech's sake"."
John Evans

How Are Teachers Using Tablets? [INFOGRAPHIC] - 3 views

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    "It's one of the most versatile devices in the history of… well… devices. The tablet has changed the landscape of classrooms around the world, from flipped learning to augmented reality. A much needed balance between function and affordability, tablets of all shapes and sizes are being embraced by teachers in millions of different ways. In the below infographic from Early Childhood Education Degrees present an overview of how this shift is taking place."
John Evans

DAQRI for your science teachers: Elements 4D and Human Body Anatomy 4D - @joycevalenza ... - 1 views

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    "As you get ready to reconnect with your favorite science teachers this fall, you'll want to share two fabulous apps by the augmented reality developer DAQRI."
John Evans

How to use Sphero the Robot in STEM and Beyond - From Courtney Pepe - 0 views

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    "As someone who primarily taught math and science when I was a classroom teacher, I associated robots, robotics curriculum, and robot apps as things that were only used in those subjects. However, this past year my school received a robot grant that provided ten robots for us from the company Sphero. Sphero emphasizes the power of play in education and has a variety of lessons that are aligned to the Common Core and Next Generation Science Standards on their website. They also have a number of STEM challenges  in the form pre-designed engineering projects designed for collaborative group work with students and are helpful for teachers using the robots in their classes. Sphero is a robotic ball that can pair with an iPad, tablet, iPhone, or smartphone through Bluetooth, and getting started is relatively easy. Once you are ready to use Sphero, you take it off the charger stand and give it a "tap-tap" to "wake it up." When the robot wakes up, it starts to flash three different colors until it pairs with the device you are using it with via Bluetooth. Once it turns blue, then you know that it is paired and ready to go. There are at least 14 different education related apps that are available with Sphero: some of them use augmented reality technology, some of them teach the basics of coding, while others allow students to draw on a tablet to manipulate the color and movement of the robot. During the last week of June, I did a presentation at the ISTE conference with many other educators from all over the country who also received the robot grant. What amazed me was that people who taught subjects like language arts and social studies found incredible ways to integrate robotics into their curriculum to create some really engaging lessons for their students."
John Evans

Hands-On Apps for Diverse Learners | Edutopia - 1 views

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    "Using games to teach can increase student engagement and add meaning to learning. Hands-on apps give children the ability to mix tactile play with a digital experience. Thanks to augmented reality, more and more apps in the market blur the line between digital and analog. For example, Bloxels, new from Pixel Press, uses color-coded blocks that can be scanned in with an iPad camera to create a video game level. Osmo is another digital/analog blend. The kit includes a stand and a reflector for an iPad camera, enabling users to play with physical tangram puzzles or word games."
John Evans

15 Tech Toys Turn Play into Learning - Intel iQ - 5 views

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    "From an electricity-generating soccer ball to a doll that chats and remembers previous conversations, a sampling of new tech toys take play beyond the screen and into the real world - all while augmenting education and play. Just when many parents feared they'd lost their children to the screen, concerned that their growing brains might be stunted from too many hours crushing gumdrops, tech toy developers have come to the rescue. Capitalizing on recent advances in technology, developers are now creating toys designed to build brain power and skills. Unsuspecting children - Shhhh! - continue to believe it's all fun and games."
John Evans

Guide: Using the SAMR Model to Guide Learning | That #EdTech Guy's Blog - 3 views

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    "echnology is an immense tool that can transform the way students learn. One of my favourite quotes which demonstrates this comes from Steve Jobs: "What a computer is to me is it's the most remarkable tool that we've ever come up with, and it's the equivalent of a bicycle for our minds." To me, this quote best illustrates the potential impact technology can have on learning. However for this impact to be felt, technology needs to be used effectively. To help with that, there are various models available, one of which is the Substitution Augmentation Modification Redefinition Model (SAMR for short):"
John Evans

The Superstruct Game - 0 views

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    Q: What is Superstruct? A: Superstruct is the world's first massively multiplayer forecasting game. By playing the game, you'll help us chronicle the world of 2019--and imagine how we might solve the problems we'll face. Because this is about more than just envisioning the future. It's about making the future, inventing new ways to organize the human race and augment our collective human potential.
Chris Harbeck

Zooburst: Public Demo - 11 views

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    Augmented Reality
John Evans

chris jordan photography - 5 views

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    Running the Numbers looks at contemporary American culture through the austere lens of statistics. Each image portrays a specific quantity of something: fifteen million sheets of office paper (five minutes of paper use); 106,000 aluminum cans (thirty seconds of can consumption) and so on. My hope is that images representing these quantities might have a different effect than the raw numbers alone, such as we find daily in articles and books. Statistics can feel abstract and anesthetizing, making it difficult to connect with and make meaning of 3.6 million SUV sales in one year, for example, or 2.3 million Americans in prison, or 32,000 breast augmentation surgeries in the U.S. every month. This project visually examines these vast and bizarre measures of our society, in large intricately detailed prints assembled from thousands of smaller photographs. Employing themes such as the near versus the far, and the one versus the many, I hope to raise some questions about the roles and responsibilities we each play as individuals in a collective that is increasingly enormous, incomprehensible, and overwhelming.
John Evans

Ramblings from the digital classroom: What apps for the SAMR model? - 0 views

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    "In my last post I talked about the ability to transform what we do in the classroom using technology as opposed to simply substituting what we do as teachers in the classroom. Of course, students can use a word processor instead of writing out by hand, or they can use email to submit work or they can do their research using google or safari instead of a book. This is the first level where technology can play a part. However, technology can do more than just substitute and in order for it to impact more effectively we must look at how technology can augment, modify and redefine tasks in the classroom. The top level of the SAMR model calls for redesigning tasks where what can be achieved goes beyond traditional and takes tasks to a new level allowing students to go further in their studies and thought processes. The other key, in my opinion, is to remember that technology is not the star of the show but is there to enable teachers to move learning on beyond traditional expectations and help students construct knowledge in a way that they might not have been able to before."
John Evans

New Poster: Explaining SAMR Model Through Google Apps ~ Educational Technology and Mobi... - 2 views

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    "Here is another great find today from Google Apps Action. Davis created this excellent visual illustrating how to integrated SAMR model using Google Apps. She made use of two main apps: Google Docs and Google Hangout, and for each of the SAMR levels (substitution, Augmentation, Modification, and Redefinition) she provided an example of a task together with the app to do it. To me, the strength of this work lies in the task samples mentioned here. Teachers can repurpose them and try them with their own students in class. I also find the simple explanation of each of the SAMR levels quite helpful and  would help those new to SAMR better understand the philosophy underlying this conceptual framework."
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