Early Childhood & K-12 EdTech

What Are the Benefits of Using Virtual Reality in K-12 Schools?

Virtual reality is one of the biggest trends in education, right alongside makerspaces. However, if you ask the average educator what the benefits of using VR in the classroom are, many would draw a blank. Why? Because a lot of educators literally jump on the bandwagon of the newest technologies without doing their homework. In the end, their students suffer. If you are an educator who currently uses or wants to use virtual reality, but don’t fully understand its full capabilities and benefits, then I am talking to you. Not to fret, if you keep reading this article, you will find out what all the hype is about, and how virtual reality technology can help your students prosper.

Allows students to experience things that are not possible in a traditional classroom. By using a VR headset or device, students can be transported to places and environments which are not readily available to them. This enhances their learning experience and can help them visualize things that were previously only theoretical. Imagine if you a student who is learning about the American Revolution and are curious about the life of a “redcoat” or British soldier. With the help of virtual reality, you could be transported to the Battle of Bunker Hill and experience it firsthand. The first thing that you would probably notice is the sense of urgency in the air, and the fierce fighting going on all around. While this would not be appropriate for younger students, older students could certainly benefit from the experience. These types of experiences also help students connect to the material being presented, and the importance of learning history.

Makes students interested in learning. Students love to watch something as opposed to reading or hearing it. By creating a visual representation of the materials being taught, students become engaged more than ever before. Things that they would never be able to experience in real life, all of a sudden become tangible. This motivates students to learn, and suddenly learning becomes a passion, not a requirement. It doesn’t feel like work anymore, it seems like fun. As a general rule, when we enjoy something, we do it with more purpose and drive.

Eliminates the language barrier. The language barrier is usually a problem when it comes to international education. If you want to study in another country, you have to have a decent command of the language. With virtual reality and its subsequent software, every possible language can be embedded into the learning experience. Language is no longer a barrier.

Did I leave anything out?

Edtech’s Ideal User Interface Requires More Than Simplicity

Most discussions regarding the development of educational technology boil down to one key factor: How easy is it to use? Simplicity is often the name of the game when it comes to creating new technologies — any application or tool that doesn’t offer an optimal experience in terms of usability is usually rejected in favor of one that has a better user experience.

While simplicity and usability are undoubtedly important considerations when developing educational technology, educators have other priorities as well. The most well-designed, elegant solution is meaningless in the face of other deficiencies, which means that edtech developers need to consider the entire experience and role of the technology in the classroom if they expect their products to be embraced and successful. Everything from the graphics interface to the page layout must be designed so that it supports the cognitive processes of learning to improve outcomes.

What does this look like? Good user interfaces incorporate any number of features, but the following are among the most important.

Graphics User Interface (GUI)

The look and feel of any educational technology tool, whether an online classroom, an educational game, or a multimedia presentation, is important to the effectiveness of the overall learning experience. All too often, the GUI dominates the experience to the point that the content becomes secondary to the colors, design features, cartoon characters, logos, and more.

This creates a cognitive overload, in which more of the user’s attention and brain power is devoted to processing the graphics than on the subject matter being presented.

Ideally, then, the GUI should play a secondary role to the content, or enhance the presentation. On a more technical level, this means choosing the right technology for the device or product, e.g., 8-bit, 16-bit, or 32-bit graphics processor, as well as the right colors and design. At the same time, the GUI must be responsive, and compatible with a variety of different devices and screen sizes. Consider developing interfaces that borrow characteristics from familiar websites or games, which help make the product more intuitive and comfortable for students to use.

Also, when choosing graphics for the product, avoid adding graphics or photos simply for decoration. Although studies indicate that most learners are more successful with a combination of text and graphics, that doesn’t mean adding random or unrelated graphics just to break up the text. Graphics should always serve a purpose, whether to explain a concept (especially those that would otherwise be invisible), indicate transitions and progress, show relationships, or indicate the structure of the learning. When technology is designed in this way, it has a better chance of being attractive, intuitive, and effective.

Add a Human Element

It almost seems counterintuitive, but some of the most effective educational technology tools are those that include a human element in the instructional. Studies indicate that people learn better when they perceive some type of social presence, rather than a disembodied “other” providing the instruction. This can be accomplished as easily as using a conversational tone, but most edtech developers also include a virtual agent of some type, whether an avatar, cartoon character, or just a human voice providing narration.

However, while virtual agents can have a positive effect on the learning, it can also be distracting when the agent is used for entertainment rather than instruction — or overused. In other words, a cartoon character that provides an occasional hint or guidance is effective. A cartoon character that pops up every two minutes will quickly become annoying. In addition, your virtual agent doesn’t necessarily need human appearance. As long as the agent exhibits human-like behaviors, such as gesturing, it can be effective, especially when accompanied by a human voice.

Offer Feedback and Control

Learning is most effective when it includes feedback and a give and take between the student and the instructor. Effective educational technology includes ample feedback, not only about student performance, but about progress. Design your product so that it responds to user commands; even something as simple as a green light or click sound when the student answers a question can provide assurance that they are on the right track.

And finally, give users some control. While they may not be able to control the sequence of the content or which tasks must be completed, include features like video control, the ability to review older material, or save their progress and exit. This helps learners become active participants, and not simple passive observers.

Educational technology is a growing and expanding field, and developers are still working on the ideal methods of instruction. But understanding how people learn, and using that information to guide product design, will ensure better outcomes in every respect.

How Virtual Reality Could Change the Way Students Learn

Virtual Reality (VR) is changing the way people see the future. As with video games emerging into the classroom in the early 2000s, this new technology will soon be making its way into classrooms as well. Many teachers are receptive to working with this technology, but some of them are not quite aware of the effect VR can have on a classroom environment. It can change the way students learn in the long run.

Student Motivation

In an age awash with ever-growing and changing technology, students are become more difficult to motivate in the classroom. Instead of learning what they need to know for graduation, they are more fascinated with their Smartphones and tablets. They would rather chat, take selfies, and play games than pay attention to what their teachers have to say. There is a suspicion that VR use in the classroom can alter that motivation. It can take students’ love of technology and refocus it to be directed at curriculum instead of their social lives outside of school.

Collaboration Opportunities and Independence

VR offers chances for students to interact with one another and classrooms around the world in ways that traditional classroom technology has never before seen. Students can create their avatars for use across many applications and platforms that are unique to them. Therefore, they feel a sense of independence and autonomy in their VR lessons because they feel fully immersed in the technology. When collaboration takes place, though, they do not have to fear speaking or to interact directly with people if they are a little sky. The avatar does the interaction for them in the long run. This aspect also allows students to work on their social skills in a way that is not so isolated.

Accessing the Abstract

Some curriculum aspects can be difficult for students to learn. Many abstract concepts in math and science can be very difficult to learn for students because they cannot visualize what is going on. VR experiences help to make those abstract concepts a reality. They become interactive to the point that students can almost reach out and touch them, handle them in a way that could never have happened without VR technology.

Entertaining While Educating

Because students feel as if they are being entertained with VR technology, they are more likely to immerse themselves into curriculum concepts. They can take a journey into parts of the body, for example, in ways that make the systems and their functions real life. They can reach out and interact with certain organs and make things like cells move from one area of the body to the next. They are surrounded by visual and audio aspects that cannot be taught in a standard classroom.

Effect on Learning Retention

Students are more likely to remember experiences where more than one sense is involved. Therefore, more concepts can be branched together while new connections are formed in the brain through different senses. Instead of only reading and hearing about a concept, they are able to lay their hands on something through VR. They do not necessarily feel weight or texture, but their imaginations are activated in a way that makes a personal connection to them during the learning process. Therefore, they are enjoying the experience more, so retaining this information becomes easier in the long run.

Conclusion

Learning with VR is becoming more and more a reality for some classrooms. It does not matter what the cost of this technology is financial. The benefits students reap from using it in the long run with motivation and retention alone outweighs those costs considerably. Students will be able to change the way they learn with VR easily since they can adapt to this technology in ways that previous generations never thought to.

 

 

How to Teach Reading in the Digital Era

Reading has always been an invaluable skill. Not only does it influence how we interact with the world but it is still the medium by which many students learn. And yet, statistics show that between 46 and 51% of American adults have an income well below the poverty level because of their inability to read. This is a scary fact, and with reading becoming more digital, it is important that educators start looking into how they can teach this important skill in a new digital age.

With the explosion of Facebook, Instagram, and other social media applications, students are actually engaging more with written language than ever before.  While this should be a success of sorts, the reading they do does not always push critical reading skills or challenges its readers with new vocabulary. The National Literacy Trust found that students who engaged in social media and blogs held a more positive view on reading and writing and that they were able to read and summarize better than those that were not engaging with the language. Educators need to tap into this new reading culture.

One way this can be achieved is by the use of digital libraries. Students as young as three are being encouraged to read by using digital resources that both push reading skills as much as they do other technological literacies. Epic! is an eBook subscription service that gives readers under 12 access to 20000 books is a great place to start.  Similar products give students access to reading materials of their choosing. Educators need to understand that while curriculum set books are important, giving students the autonomy to choose books that interest them fuels a passion for reading. If students enjoy what they read, they will form a positive relationship with the content and see reading as a gateway to information.

In high school, close reading and text complexity have become the new currency by which reading programs and instruction are being measured, and if students in the digital age are to meet this requirement; they need more than digital libraries. Educators need to see the benefits that technology can bring to teaching reading and how forcing a child to sit and read a novel is archaic. Below are some examples of ways that the digital can be incorporated into teaching reading:

  • The use of online dictionaries and vocabulary lists to help learn new words.
  • Hyperlinking complex words and phrases with videos, and other explanatory resources
  • Use of e-readers and other devices made for e-books
  • Using quizzes and fun, interactive games to test vocab retention and content basics
  • Edtech that allows for live feedback into reading achievements

What all the above suggestion have in common is that they combine traditionally “book reading” with the resources and benefits that come with the internet and technology. One powerful way that educators can approach teaching reading is by using analytical tools to monitor the way in which students read. By having an understanding of students’ reading habits, speed, and comprehension, educators can gain a better understanding of where the problems lie and tailor their teaching to best suit the needs of their students.

This was previously very difficult to judge, and educators had no other assessment tools than making the student read out loud. The digital age is giving students control over their own reading while at the same time, allowing teachers to follow and jump in where needed.

So, as we move towards a digital age, teaching practices need to embrace the benefits that come with technology. Edtech is being developed to meet these challenges, and through its use, students can feel validated in their choices and can foster a passion for reading. Educators need to move away from archaic reading methods and start to incorporate the skills that students already have, with the new ones they are acquiring. After all, you need to thank a teacher if you could read this article.

 

 

 

How to Develop a Successful Makerspace!

In the United States, a trend has been established to encourage STEM learning (science, technology, engineering, and mathematics) through Makerspaces and other critical thinking programs. Makerspaces are providing the needed for space for human collaboration and teamwork which can include the use of anything from 3D printers to Robotics equipment to hand tools to Legos. Let’s start out by talking about what a makerspace is.

What Is a Makerspace?

If you are not familiar with a Makerspace, first know that a Makerspace is a designated place in a school, a university, a library, or any other educational setting set up with tools for various trades. It is a workspace for learners to collaborate, engage, practice, and work together to encourage the spread of knowledge and learning. Makerspaces can be set up for every kind of artisan, and are now becoming a very popular option in modern and new libraries, high schools, trade schools, and especially on university campuses’. Makerspaces encourage the development of critical thinking and problem-solving skills for students of all ages.

What Are the Key Elements of a Great Makerspace?

  1. Space- A Makerspace more than anything else should primarily be a space that allows opportunities for creativity. Although there is importance in having relevant tools to a certain trade in your Makerspace, it is arguably just as important if not more important to have a large open space with even the most basic materials such as cardboard, wood, nails, a hammer, glue, tape, scissors, and even Play-Dough.
  2. Professionals/Teachers- Any great Makerspace encourages growth by having proper supervision or oversight of any workspace or place. Teachers, educators, scientists, and other professionals need to be present in Makerspaces in order to make them functional. Without proper supervision and instruction students may be clueless about what are the first steps to take regarding a project, an assignment, or a personal interest and or endeavor.
  3. Skill Set/Instructions- Students and learners need to have been given proper instruction regarding using equipment and machinery in a Makerspace. Without proper instruction, which includes giving students’ information regarding occupational health and safety, students will not be able to properly and safely operate equipment. When learning in a Makerspace learners should also have a basic idea of the concepts they need to understand in order to learn safely in a Makerspace. One way to ensure that students are prepared to use a Makerspace is to provide adequate supervision, as mentioned previously. Tasks given to students should also not be too advanced for the student’s skill set or level.

What Can You Find in a Makerspace?

If you are just beginning to create a Makerspace, think about resources you have at home. If you are a teacher, ask your students to contribute materials such as strong, old PVC pipes, jars and glasses, wire, soda cans, and anything else that they might have at home. You can begin a tool loaning system, where students can bring tools that they have at home to share with their peers, just to initiate your makerspace. Students may have hot glue guns, screwdrivers, nails, pliers, sewing materials, needles, spray paint, markers, old newspapers, plastic tablecloths, egg cartons, cardboard cereal boxes and many other items. The first step is to get creative! If you are establishing a new Makerspace use the resources that you have, and build your space from there.

How Can You Fund a Makerspace?

Of course, also to run an effective Makerspace you will need funding. Consider all aspects of how to develop and begin your space in the initial planning stages. Talk to your school administration, and your engineering, math, science, and even art teachers. Reach out to parents of your students and send home letters requesting materials. If you are creating a Makerspace in a library, a university or a community center consider charging space rental dues or membership dues. You can also charge fees for classes and workshops to generate revenue. Lastly, also consider if there are opportunities to apply for grants, or if there are individual companies or foundations that are interested in sponsoring the development of your space.

Perfect Addition to Learning Spaces Everywhere!

Regardless of what kind of space you are interested in creating you will need creativity, space, teachers, skills, and of course, learners and funding! Makerspaces are becoming a popular option for teaching STEM subjects and encouraging the growth and development of critical thinking, reasoning and analysis skills, creativity, and problem-solving skills. Whether or not you have a 3D printer, a laser cutter, or egg cartons and cereal boxes to introduce your space, Makerspaces are the perfect addition to any learning space all over the globe!

For you visual learners, here is an great video that discusses how to develop a thriving makerspace.