Thursday, March 21, 2019

AR Runner

AR Runner 

This is an augmented reality app that turns the environment around the user into a running track. The avatar collects coins as it runs. The game ends when the runner runs into a barrier. The runner is given a performance score, and a report on the number of coins collected.  The option of retrying for a higher score is offered at the conclusion of every game. 

AR Runner app features diverse avatars, mythical opponents, theme music, augmented reality, and the app is free. 




Storybird

Storybird

What is Storybird?

Storybird is a platform that provides illustrations for users to write stories. These stories are stored on the Storybird available for peers to read works that originate from amateur writers. Storybird offers the following story genres are comics, picture book, poetry, longform story, flash fiction, and blog. This gives the writer much flexibility in the story that they wish to create. The user chooses a genre, an illustration, writes a story, and then publish. 



My Storybird Example

Party of Five Story


Storybird classroom Use

Storybird lends itself to many uses within the classroom. The following is a list of ways that it can be used:
  • Writing prompts in all academic subjects
  • Prior knowledge activation 
  • retelling a story (using character, setting, and plot)
  • writing center
  • math story/ word problem
  • informational science stories
  • informational social studies stories
Storybird is not limited to the above uses if you can brainstorm the story it can happen. 


VR, AR, and MR with Intel

VR, AR, and MR with Intel

Virtual reality, augmented reality and merged reality are instructional tools that lends themselves to build users first hand experiences to places, procedures, or things that they would not have access to if it were not for technology.

Virtual Reality

My prior knowledge regarding virtual reality consists of a computer application that manipulates the brain into believing what it sees is reality.  After watching the video, I learned that virtual reality products over time will become reasonable priced making it affordable for the public. This includes school districts allowing them to purchase the products for education and engagement purposes. 

Augmented Reality

My prior knowledge regarding augmented reality consists of the merger of reality and virtual reality together in one experience. After watching the video, I learned that augmented reality uses proprioception cues that allow objects in the real world to become a virtual object that interacts with things in the augmented reality.

MR with Intel

Before watching this video, I believed that merged reality was strictly for entertainment. After observing how merged reality is beneficial to the medical profession, I can foresee how other industries will use it to educate their clients and staff. What I learned from the video is that merged reality occurs when a computer is programmed to sense and interact with surroundings including the people that are present in the space. 

Education Today

Every education professional is looking for 21st Century ways to keep students engaged while addressing academic content that will prepare them for higher learning institutions and careers after grade school. Virtual reality, augmented reality, and merge reality all make this possible for student centered learning to take place. Students will no longer be told how something works now they can experience it for themselves. 

Wednesday, March 20, 2019

Wearable Technology

Wearable Technology

The two wearable technologies that I researched were the Coros Omni smart bike helmet and the Phillips SmartSleep Tracker.

Coros Omni smart bike helmet

 



The purpose of the helmet is to protect the brain if a cyclist is involved in a collision. It also offers other features such as bone conduction audio, caution lights, phone notifications, and an emergency contact notifications. The helmet connects to mobile app on smartphone through the bluetooth. The smart communication feature gathers data data about the cyclist and analyzes it assisting the user with navigation and emergency alerts when necessary. The helmet comes in patriotic colors and black starting cost is $129.99. More information about the Coros Omni smart bike helmet can be found on this website https://www.techradar.com/news/coros-omni-smart-bike-helmet-lets-you-listen-to-tunes-while-still-hearing-the-road.



The purpose of the sleep tracker is to allow the user to rest well by interfering with their sleep waves. The device targets shorts sleep waves allowing the person to wake up with less fatigue than they usually have without the tracker. The sleep tracker has sensors that collects and analyzes data while manipulating sleep waves for a better nights sleep .The sleep tracker connects to a mobile app through bluetooth connectivity, and responds to sleep waves that are emitted by the users brain.The sleep trackers starting cost is $399.99. More information about the Philips SmartSleep Tracker can be found on this website
https://www.usa.philips.com/c-e/smartsleep.html.

Top Hat Vs. Nearpod

Top Hat Vs. Nearpod


If Top Hat and Nearpod were people they would be siblings. Top Hat would be the brother, and Nearpod would be the sister.  I  was first introduced to Nearpod in this course. Last month, I attended a professional development that showed the benefits for the classroom. Top Hat and
Nearpod are mirror images of themselves. They both allow the teacher to conduct a lecture from the classroom, while students  follow along on their own digital device.  Both applications require student engagement  by requiring the students to  record responses to academic questions on their digital device.  The only difference that I noticed between Nearpod and Top Hat was that Top Hat will allow students to record their attendance.  While Nearpod records data that allows the teacher to determine the students who were present for the lecture. This missing feature in Nearpod can easily be corrected by the instructors simply adding an open ended question that ask them to record their name.
 I give both Tophat and Nearpod two thumbs up.  The determining factor would come down to which application Top Hat or Nearpod would fit within the school districts budget for academic resources.

Thursday, March 14, 2019

Realsense Technology

There are many ways that RealSense technology is beneficial to its users.  The following are ways that RealSense technology is useful when using images, video, cameras, scanning 3D images and collaborative projects. RealSense technology is beneficial for images because it allows the camera to recognize faces, and track a particular subject from within the environment. RealSense technology is beneficial to users because it offers gesture controls which allow people to interact with technology and other people through a variety of applications. RealSense technology is beneficial to video because it allows users to remove the background, and apply a new environment creating the desired scene for production. Speech recognition is also available through RealSense technology which allows users to control technology with their voice. RealSense technology is beneficial to scanning 3D images because it allows users to inspect, create, and print models of actual products. RealSense technology is beneficial to individuals that collaborate with other people through video conferences. Lastly, Realsense technology allows users to collaborate together to create and complete products in both the academic and corporate world.






Tuesday, March 12, 2019

Instruction through Gameafication

Gameafication Classroom Use


 I would use gameification in my classroom because I know the benefit gaming has on the learning environment. The two ways that I will use gaming in the classroom would be as a skill based center and as a formative assessment tool.  The skill based center activity would focus on math and English language arts. The first way that I would use gaming in the classroom is to make it a skill based center during small group rotations. I currently use Edgenuity in my classroom for Math and ELA it sets students on their own personal learning path. The program reads to them and the students select their responses using the mouse or keyboard. The data collected from the student responses are utilized to make instructional decisions, and form response to intervention groups.
 The second way that I would use gameification in the classroom is for formative  assessment. As I teacher I utilize formative assessment before a lesson assess my students prior knowledge, and during the lesson to track student progression of learning. Gaming in the classroom will equip students with the 21st century skills necessary for college and careers. This is a positive move for educators to allow students to be responsible for their own learning and keep students engaged with academic content.