Ed Tech Tools
I never realized how many applicable tools are available for use that go beyond serving as just a "cool" application. Most of the time, when I mindlessly scroll through the app store, I will come across apps such as "The Bleep Button" (an app that allows you to create a loud "bleep" sound intended to be used when saying a curse word), "Is it Dark Outside?" (It does what you think it does... how about just looking out the window?), or some iteration of "Flappy Bird". However, among the almost 2 million apps available on the app store, there are a handful of incredibly useful tools. For purposes of this post, we will focus on the ones that I feel are great resources for the field of education. It should be noted that any resource that is useful for education, is likely to also be useful in many other corporate or team-based settings. Let's take a look at some of these interesting applications...
Google Translate:
I want to start with this App to emphasize the idea that these applications can be used in many other ways outside of the classroom. Why is this important? I believe that this enhances the education experience for students. Not only are we teaching content in unique and innovative ways, but we are providing tools for students to use themselves in their lives outside of the classroom as well as enhancing the overall relationship with technology. Google Translate I had always though was just a tool that required a user to type in something to be translated in another language. I never knew that it had the ability to utilize a camera to translate a language. I naturally think about how useful this will be for going on vacation abroad and reading street signs and menus. However, in relation to the classroom, I also see a great opportunity for multilingual students. A worksheet that is written in English can be understood by a student who may have a different native language. While I know that many families push their children to practice and use the English language, I can imagine that this could get in the way of their learning of complex topics. In addition, there is the obvious application of using this app to some extent in language-based courses. I tried using Google Translate myself and found that it works pretty well! Not only did I test it on actual signs of different languages but I also tried translating hand written text. Provided the handwriting is clear and on a clean sheet of paper, translation can be much more straight forward. This is a "cool" and "fun" app for students that I feel can be an incredibly useful tool for students experiencing language barriers.
JigSpace:
JigSpace is utilizing AR in such a fantastic way that makes learning much more hands on and engaging. Essentially, the application walks through demonstrations of phenomena, combining interactive video graphics along with written explanations. Users can record their screen, flip through "slides", and move the graphics around to get better viewpoints. The AR component while initially seeming to be unnecessary, I believe that it makes demonstrations more tangible. One of the demo's that I viewed described how a microphone worked. In this demo, I was able to look at the components of a microphone, dissect it, and visualize the inner electromagnetic components at work. This process was much more enjoyable then performing an internet search. Some things are very difficult to explain through text. Combining dynamic visuals with text I find to be extremely beneficial for the learner. I would love to explore how to create my own "jigs" as I could see this being used for each unit of study in the math and sciences. Theoretically, we can take a mechanical system, object, or scenario that students experience in their daily lives, and describe it in depth through and AR activity. I think that this could get students excited about a topic, and allow for teachers to directly relate content to something "tangible" (Particularly relating content to phenomena that is challenging to demonstrate in a classroom).
Civilisations AR:
Yes, that is, definitely, not the correct spelling. This was not my favorite application to use. It's use cases seem to be mostly geared towards history. While it is interesting to be able to view artifacts, I think that it may be a bit random. You can see the artifact and where it is from geographically; then you are able to "restore" it by rubbing your finger across the surface; then you can read a long article about the object. To me, I think going to a museum would be a little more engaging. In comparison to JigSpace, these items do not seem to really "do anything". The strength of AR and VR is that it is an immersive experience. If we are only able to view on object similarly to viewing a picture online, then I do not really understand how it could enhance learning. For history and art's based classes, I can see the utilization of AR/VR to be a little more challenging. I would think that immersive experiences for this type of curriculum would involve story-telling and would require more effort in video production (similarly to watching a video or movie, but with the enhanced ability to explore the surroundings). In the sciences, many of our activities are geared towards explaining how a system functions. In the arts, there is a stronger focus on interpretation of events. In my opinion, a historical lesson could be very powerful if students are able to see the environment where history occurred. An example of this is the Ann Frank House Virtual Reality experience. By visualizing and interacting with the house, learners can relate more to the content and have some "imaginative support". Visualizing something in our minds can be particularly challenging when we just look at one artifact. If we can interact with the environment that the artifact came from, then we are provided with an entirely different learning experience.
Altspace VR:
Altspace VR is a virtual environment where people can socially interact with one another. In addition, any videos or activities could be placed in the environment by the host. I see this being useful for a free roaming learning experience/social event for students (especially during a pandemic). Many students currently have friends that they meet while playing video games online. I think that this is an interest that people have that we should be tapping into. I imagine lab demonstrations being useful in this virtual space where students can explore a concept through a series of videos, artifacts, and demonstrations. In addition, students can mingle, hop between "booths", and have a more casual environment to learn. I do not see this being a tool for every day instruction but I do see it as a way for students to interact in an educational environment. I would compare this technology to a virtual happy hour. There may be activities in the room that students can interact with or just watch, but the real purpose is to network, learn in an informal setting, and get a different perspective of the curriculum.
Google Expeditions:
Google Expeditions taps into my previous commentary about being immersed in an environment versus just looking at a picture. In this application, students experience VR by being placed in an environment where they have a 360 degree view of a setting. A teacher can guide students through the image in VR and create prompts to point students to certain areas of the image. The success of this application seems to be teacher preparation. While many of the other apps it seems like most of the work is already done, the teacher has to be strategic with progressing through these activities. An example of and activity that could be done through this app is exploring a base camp around Mt Everest (See video below). Students are able to see the beautiful views of the mountains as well as see the unique set up of the base camp. The image comes with some descriptions of the components of the image but the teacher, ultimately, has to be the guide. I could see this app being useful in history and art's courses.
It is important that we continue to look for new and innovative ways to engage learners at all levels. By sticking to old methods and strategies, we fail to evolve with the student-base. Education has to be present and valuable for the students. We still have to stick to standards, but we also have to realize that these styles of learning will, ultimately, benefit and keep things interesting for the learners as well as educators.
Here are some honorable mentions for ridiculous apps...
- Hold On: A game where you hold a button for as long as you can... that's it.
- iBeer: "You can't have your beer and drink it to" summarizes this app well. It is a virtual beer. I guess it's pretty low calorie!
- Yo: This is a chat application for friends and family. Here's the catch... you can only say "Yo".
Kevin,
ReplyDeleteI really enjoyed reading your post about this survey of VR tools, along with your commentary about which seem to have the more relevance and resonance for you.