Episode #124 features a recording of the events that transpired when Chris and his wife, Melissa, went on a romantic, rustic retreat only to discover an iPad in an abandoned cabin in the woods.
Presentation on gesture-based learning using Avatar Kinect by Christopher Bugaj, Tara Jeffs, Karen Dietrich, and Mark Nichols as presented at Closing the Gap 2013
Episode #123 features a recording of a statement by the spokesman for N.O.T.S.I.C.K., the faux National Organization for Training and School Improvement in Classrooms for Kids, pertaining to the outbreak of the PD2.0 virus. A text version of this statement including additional visuals can be read at the Microsoft Partners in Learning Hot Topics Accessibility blog.
Book where Christopher Bugaj, Mark Nichols, and Melissa Hartman contributed two chapters; a chapter on professional development strategies and another on tools integration.
Research shows that the best learning environments are those in which the students are engaged, active, and moving. In 2012, Loudoun County Public Schools implemented a number of Xbox Kinect consoles for students with disabilities. Participants in this session will learn about the positives and pitfalls of the implementation process as well as the progress made by students using the technology. The session will include a discussion of technical and environmental considerations, account creation, avatar generation and customization, games selection, online collaboration and communication (using Avatar Kinect), and case studies describing specific IEP goal progressions and comparisons. Let's play!
Monica Kissel and Adina Popa from Loudoun County Public Schools, both Innovative Educators of the Year, will discuss kinesthetic learning. Sponsored by the Innovations Committee. How do we engage our 21st Century students? How do we help them understand that the material covered in class is relevant to their lives? In his book "Motivating Students to Learn," Jere Brophy suggests that students learn best when they are actively engaged with the content. Through kinesthetic learning, they develop lasting skills that many times translate into higher levels of student achievement. But how does kinesthetic learning look in a 21st Century classroom? The answer is simple: gesture-based learning. Does this initiative belong to the future? Not according to the 2011 Horizon Report which highlights Gesture-Based Computing as one of the six emerging technologies that will likely enter mainstream use within the next four to five years. The purpose of this session is to identify current technologies that employ gesture recognition, and then present innovative and replicable ways through which these technologies have been used at Steuart Weller Elementary. From turning shy students into persuasive public speakers through Avatar Kinect, to opening a world of possibilities to students with special needs though Kinect Adventures, to saving animal species with partner classrooms across the globe using multiple technologies, to exergaming, children have been immersed in a world of learning that they love. Attendees learn not only what relevant technologies are available, but also how to use these technologies in any curriculum area