Emerging Technologies: Augmented Reality Round Table

On Thursday, April 19, Eric Kunnen and Hunter Bridwell from eLearning, along with Kristofer Pachla, director of the GVSU Regional Math and Science Center, attended a round table discussion focused on augmented reality at Miller Johnson offices in Grand Rapids.

The round table was an outstanding morning of conversations and possibilities that augmented reality and bring to education, government, and commercial applications such as:

  • Interior Design
  • Facilities Viewing / Models Onsite
  • Asset Management
  • Complex Assembly and Error Reduction
  • Realtime Data Visualization
  • Learning / Experiential
  • Healthcare
  • and more!

Hunter and Eric had an opportunity to share how GVSU is exploring augmented and virtual reality through the Atomic Object Technology Showcase. They also were able to  experience the innovative DAQRI helmet and smart glasses first-hand!

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Ottawa County Technology Forum

2018 Technology Forum – Innovation & Technology

@menloprez
#seekjoy

Menlo Innovations Slides and Presentation Information

KEY TO SUCCESS: “Foster human relationships and built with human energy – pump fear out of the room.”

Why joy?

  • Joy Inc. Book
  • Purpose driven work life – who do you serve and what does delight look like for them? Who are your “end users” of the software and services you create and offer?
  • Does joy matter? Is it visible?

“The Click Moment” – Ways to work within an organization…

  • IDEO
  • Extreme Programming Explained
  • The Deep Dive
  • The Click Moment

Tear Down the Walls!

  • Open office format. Do these work? Yes! Why does this work? Menlo Innovations built an open and collaborative culture. Team work, transparency, collaboration are parts of the culture.
  • Embrace noice
  • Embrace teamwork – see teamwork
  • Flexible and visual work space – set the space to how they choose
  • Organize the team, connect the team, and learning happens
  • Two people > One computer
  • Stand up meetings (eg. 15 minutes with 50 staff – with report outs in teams of 2).
  • Pairs are assigned and then they rotate after 5 days
  • Conversations, rituals, and artifacts – “the most exciting breakthroughs of the 21st century will not occur because of technology but because of an expanding concept of what it means to be human”. (John Naisbitt, Megatrends)
  • Use paper and pencil tools as needed… don’t have to be high tech!

The Power of Observation

  • Anthropology, study people, observe them – in their native environment, look for the invisible, be the empath!
  • Empathy of end users is critical. High tech anthropology. Learn about the users and understand what works and what doesn’t at the end user level. Focus on the end user experience.
  • Build delightful learning experiences for users and their needs.
  • Fight fear, embrace change.
  • Let’s try running with the idea – run the experiment/pilot – before defeating it.


Affordances – The worker/workplace relationships… by Haworth Inc.

Cognitive

  • Doing your “mind’s best work”

Emotional

  • Nurturing your psychological state

Physical

  • Support in your corporal needs

Adaptive Connections with Clients and Community

  • Matterhorn by Court Innovations
  • Online dispute resolution

BIS Digital

  • Capture the Record – Digital course recorder for court proceedings, interviews, transcripts, record keeping
  • DCR Presentation and Annotation Technology for meetings.
  • Interview Room Recorder – Live and record playback.
  • Meeting Recorder – 32 channels of audio and 4 channels of video.

Expectations of a Constantly Connected Workforce

  • Michael Hakkarinen, Instructional Technologies Specialist, Utah Education Network
  • @edtechakk
  • Diversity contributes to disruptive innovation
  • Google it… docs, calendar, research, spreadsheets, etc.
  • 4 C’s = collaboration, critical thinking, creativity, communication
  • SAMR Technology Adoption Model = substitution, augmentation, modification, redefinition
  • Code.org
  • Swift app for coding
  • Sphero
  • IFTTT
  • Gamification
  • Badging
  • Ready Player One Movie
  • Slides available at: edtechakk.weebly.com

Sentinel Technologies

  • Work is no longer a place / collaboration

Accelerated Knowledge

Implementing Change – Quick start tools to accelerate strategic change.

  • Why change management.
  • Manage resistance to change.
  • Why people change.
  • Managing change is managing the resistance to Change

Black Box AI – Jason Sosa

  • Black Box AI
  • Focus on machine learning, natural language processing, computer vision, Blockchain, and tech to solve business problems.

#MACUL18 – Changing the Narrative

Closing Keynote: Changing the Narrative Joe Sanfelippo. Superintendent, Fall Creek School District (WI)

Joe Sanfelippo is the Superintendent of the Fall Creek School District in Fall Creek, Wisconsin, home of the Crickets and an Innovative District in 2016 and 2017 by the International Center for Leadership in Education. Joe co-hosts the Hacking Leadership Podcast and co-authored The Power of Branding: Telling Your School’s Story, Principal Professional Development: Leading Learning in a Digital Age, and Hacking Leadership: 10 Ways Great Leaders Inspire Learning That Teachers, Students, and Parents Love. He was selected as a Future Ready Superintendent in 2014 and a Personalized Learning Leader by the US Department of Education in 2016. He holds a BA, two Masters of Science, and a PhD.

Notes:

  • Moment of Awe – Stop in your tracks, take it in, appreciate.
  • Today I shall behave as if this is the day I will be remembered – Dr. Seuss
  • Be. Proud. – Don’t defend the work, celebrate the work!
  • Let’s tell the story and tell the narrative.
  • “I’m just a teacher” NO “I’m a teacher”
  • In the absence of knowledge people make up their own. – Hacking Leadership
  • Culture first always, share the story. Change it in 30 seconds.
  • Every single time you connect with someone in your school community you are building or killing culture.
  • Culture / Trust – Building trust with your community.
  • Let’s stop thinking of school as something we pay for and start thinking about school as something we invest in.
  • Hacking Leadership Book
  • Build the culture, capture the stories, share share share
  • Internetlivestats.com

#MACUL18 – Putting Learning First, Technology Second

Putting Learning First, Technology Second

Liz Kolb, Clinical Associate Professor, University of MichiganGrand Gallery A (DeVos)

Notes:

  • PearDeck Slide Code: huuan
  • It all started in 1996 with… PowerPoint!
  • Technology can grab attention but does it change understanding and learning?
  • How do you know if #edtech is effective in your classroom?
  • What does engagement mean and what does it look like in your classroom?

  • How can we make learning experiences… authentic with high attention and high commitment.
  • What do we know about how students learn best? What does the research say?
  • Reflection – thinking about what they are doing/experiencing, teaching others, discovery-based, real-world application, when they are challenged and in the zone of proximal development, repetition, interactive, hands-on, inquiry-based
  • Use caution with “educational” apps as there really isn’t criteria for what makes an app educational in category. Many software companies don’t have an experienced educator on the team.
  • Learning with #edtech should be about quality not quantity.
  • One research study indicated purposeful and blended approaches seem to be better than “every day”

  • Wowzers Video
  • What distracts students from learning? What is distracting in the Wowzers video?
  • USF Video
  • What is beneficial about the USF video? Collaborative, it wasn’t about the technology but it supports the learning.
  • Learning is SOCIAL!

  • Shared experiences are important vs being together and isolated experiences.
  • Technology provides formative opportunities for feedback through data measurement.
  • Engagement is social > time on task > and focus so that tech should not distract from the process of learning.
  • Learning happens when tools illicit higher-cognitive skills.
  • Learning happens best when it’s connected to everyday life with classroom learning.
  • Key to success when integrating technology is the teacher’s use of instructional strategies and pedagogical strategies when integrating digital technologies, not the tool itself.
  • Triple E Framework

#MACUL18 – Rethinking Assessment: Digital Tools to Engage, Assess, and Differentiate

Rethinking Assessment: Digital Tools to Engage, Assess, and Differentiate

Becky Shiring, @beckyshy, Director of Professional Development and Continued Learning, Squirrels, LLCGallery Overlook E

Notes:

  • What is the PURPOSE of assessments?
  • PADLET – Introductions
  • WHY do we assess our students?
    • To measure achievement, understanding, outcomes, objectives, drive instruction are they ready to move on, to see if we taught what we intended, to see what they know before we teach. Mastery of skills, standards, evaluate progress, provides channel of feedback, motivates students.
  • What are the BENEFITS of using technology to assess?
    • Quick feedback, collaboration, captures data/evidence, track common misunderstandings, more engaging for the kids (Kahoot), quickly capture data, easily shareable, engages students, immediate feedback, permanence of learning, ownership, authentic tasks.
  • TYPES of Assessment
  • FORMATIVE
    • Check for understanding for researching opportunities before they get to the end. Are the students ready before summative. Low stakes, ongoing, feedback, assessment FOR learning
  • SUMMATIVE
    • High stakes, end of unit, evaluation, assessment OF learning.
  • “When the cook tastes the soup that’s formative, when the guests taste the soup it’s summative.”
  • Types of Adjustments
    • In the moment adjustments (Kahoots, stop light cards, exit ticket, etc.), next class, last chance (just before the “big test”), learning approach adjustments (student driven, they way they take notes, student reflections, they way the student owns their learning and the teacher guides), classroom climate adjustments (learning for all vs competitive, student ownership of data and mindset). Quick Checks for Understanding vs a long formal quiz that can’t allow quick on-the-fly teaching adjustments.
  • Corrective Instruction and the Formative Assessment Cycle (Plan > Teach > Assess > Analyze Data/Student Work > Adapt/ReAssess)
  • “Virtual Corkboards” – Supports multiple formats, mobile app, personalization, exit tickets, thinking maps, KWL, group projects, comments for peer/teacher feedback.
  • PADLET has new features for profanity filters, up and down voting, linking, custom urls, etc. Upload, links, Google images, Snap, Film, Voice, Draw, Map, PADLET link. All in the free version.

  • NoteApp and Stormboard are other options.
  • Simple Media Tools – Demonstrate understanding, apply concepts to new contexts, highly engaging, promotes new media literacy.
  • Dvolver MovieMaker allows students to develop cartoon movies for scenarios, projects, assignments, etc.
    • Dvolver, Breaking News Generator, BigHugLabs
    • ISTE Standards – Supports creators of their own content.

  • Quick Response – Easy, on the spot, quick activities
    • Write Surge (quick writing tool), SketchBook (create book for drawing, ideas into a sketch), AutoDraw (quick drawing tool for creating great looking graphics), TodaysMeet
  • Video Clippers – Pause video and ask questions, effective for flipping classrooms
    • EdPuzzle, PlayPosit, Spiral.ac

  • Student Response Systems – Game based learning, instant feedback, device agnostic, gauge student interest, exports data
  • ATLAS Protocol – Learning from Student Work

What are some other technology tools that you have used for formative assessment?

#MACUL18 – Keynote: Staying Resilient in the Rapidly Changing World of Education

Bonnie St. John, Author, Speaker, and Leadership Consultant, Out of Our Mind: Learning to Be Creative

Despite having her right leg amputated at age fve, Bonnie St. John became the frst African-American ever to win medals in Winter Olympic competition, taking home a silver and two bronze medals in downhill events at the 1984 Paralympics in Innsbruck, Austria. She is also is a best-selling author, a highly sought after keynote speaker, a televi-sion and radio personality, a business owner and a Fortune 500 leadership consultant. She graduated Magna Cum Laude from Harvard University in 1986, and won a Rhodes Scholarship to Oxford Univer-sity, taking a Master of Letters degree in Economics.

Notes:

  • About Bonnie St. John – Today Show
  • “Will I live a normal life? – Normal is Overrated, Aim Higher!”
  • Quartz – Being extraordinary (not looking) lasts a lifetime. “The difference between looking extraordinary and being extraordinary
  • School choices, they all matter: private, public, home, virtual…
  • Trying new things isn’t easy… This conference is about learning, the curriculum, and how to use technology to advance education.
  • How do you convert learning into technology, and how do you blend it so that it’s about the learning and not the technology?
  • GIVE a GIFT > Look at your kids and tell them, I know you can do it! Believe in them, open a door.
  • The power of diversity and it makes us more competitive. Literally this is true…
  • It’s important to make the connections across the division and move beyond the comfort zone.
  • Maybe it doesn’t work the first time, but try something new to make a difference for 1 kid, 5 kids, 10 kids…
  • Optimize everything to be a champion.
  • Ideas give the power to imagine, dream, and create.
  • If I want to be a champion, I need to do it. Train like a champion.
  • No responsible adult made me quit, and I didn’t stop myself!
  • Get up and finish, even when you don’t feel like it! Finish the race!
  • Resilience is the skill of the future. You are preparing kids for a future that doesn’t exist yet.
  • We have to get good at falling down and getting back up!
  • The person who wins is the quickest getter upper!
  • The secret to success is… failure. Invest in a portfolio of goals and be wiling to fail.
  • We are defined not by our circumstances, but rather by the VISION we hold inside ourselves.

#OLCAccelerate – Press Start To Play: Faculty And Student Reflections On Gamification

Press Start To Play: Faculty And Student Reflections On Gamification
Lead Presenter: Thomas Penniston (University of Maryland – Baltimore County)
Co-presenter: Sherri N Braxton-Lieber (University of Maryland-Baltimore County)
Strand: Innovations, Tools and Technologies
Brief Abstract: This session will provide an overview of gamification and its relationship with learners’ motivations. The details of the implementation in a graduate-level course will be presented along with student performance and course satisfaction data. Faculty reflections, lessons learned, and plans for revision for the next course offering will be discussed.
Notes:

Gam·i·fi·ca·tion – “the use of game mechanics and experience design to digitally engage and motivate people to achieve their goals”

  • In educational context:“On its surface, gamification is simply the use of game mechanics to make learning and instruction more fun. It seems “fake” artificial or like a shortcut. It’s not. Underneath the surface is the idea of engagement, story, autonomy, and meaning.”
  • Video overview of the elements of “Gamification”:

gamifyclasses

Achievements

  • Use Achievements Tool in Blackboard to award badges that demonstrate:
    • Skill mastery
    • Learning milestones
    • Performance excellence
  • Quests
    • Find problem with multiple entry points, define learning goals, link goals to COR, build space for assessment, design quest
  • Leaderboards
    • Provides quick feedback, ranking, competition, motivation

Strategies to Gamify a Course

  • Add points to tasks/assignments
  • Define badges/achievements/rewards that can be earned after criteria are met
  • Create leaderboard that shows top performers/scores
  • Define levels ranging from easier to harder tasks/assignments
  • Reward badges that can be tied to higher levels

Examples of course achievements in Blackboard and in course content delivered to students:

gamesyllabus.png

gamecongrats

Case Study Survey Results from Students in Course

gamegraph

Level of engagement in Blackboard by Students in Gameful Learning Course

gamebbinteractions

Demonstration of using Blackboard Achievements to gamify an Engineering Course