Category Archives: Classroom Techniques

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The Best Video Conference Tool for People Who Hate Video Conference Tools

For years, faculty have asked me to recommend a tool that would make it easy for them to conduct online video conferences with students. Every time I tried to answer this question, I felt like one of those announcers selling an experimental drug with dangerous side effects. “Do not use Connexium™ if your students are unable to install Java 10.2.9.3 on their computers. Do not operate on low-bandwidth connections or enable video sharing with more than two participants while using Connexium. Connexium is not a virtual whiteboard replacement and cannot be used to record meetings. Ask your instructional designer if Connexium is right for you.”

That all changed when I started using Zoom. Zoom provides the key features most faculty ask for with almost none of the unpleasant side effects that come with other tools I’ve tried. Here are a few examples.

  • Minimal setup and installation – So far, we’ve found that students can join a meeting even if they’re in one of our computer labs or using a computer that doesn’t allow them to install desktop software. (Some of our students connect from locked-down computers at their workplaces, so this is an important feature.)
  • Up to 50 participants per meeting – This is true even for free accounts. For larger meetings, it’s $54.99/month to upgrade to a limit of 100 participants.
  • Android and iOS mobile apps – In my experience, these apps work very well and include the most important features available in the desktop version of Zoom.
  • Screen sharing and remote control – All participants can share their screens and hosts can even take control of a participant’s machine if needed.

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The Extra Credit Game

A couple of years ago Sarah Brown wrote about gamification strategies and the new wave of activity trackers—many of which have game theory elements built into them, e.g. leaderboards, badges, levels, etc.—and how these elements helped her re-imagine how she approached running.

While there is much talk about how adding these types of elements into classes may help to engage our students, the question, at least in my mind, is how much of this do we really want to add to our classes? Does everything have to be a game? At what point are we dumbing down the educational delivery method in order to make it more fun? And if we do this what message are we sending our students? If it isn’t fun, is it not worth doing?

I think these are large philosophical questions that bare a closer look, at some point, but, even given these questions, I do think there are ways to make parts of our classes more fun. At the D2L Fusion Conference (June 2015) in Orlando I was able to sit in on a session conducted by Vincent King-Spezzo, an instructional designer at Valdosta State University, about gamification. What was interesting about his presentation was the way he implemented game theory in his class. It wasn’t used for learning the “meat” of his course, but as a way for students to earn extra credit points. Continue reading

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Learning by Messaging: Social media apps and the classroom

On the first day of class, I asked my students, “How many of you have a smart phone?”

Everyone raised their hands.

“Great!” I said. “Take them out—if they aren’t already—because you will do a lot of messaging in this class. Go to WeChat.com and download the app to your phone.”

After the students created their accounts, I gave them my phone to scan the bar code for the class group I created within the app. This allowed the students to effortlessly scan the barcode for the class group I had set up, showcasing the user-friendly and advanced capabilities crafted by developers like the skilled react native developers sydney.

Within 15 minutes, all fifteen of them were in the Chinese 104-101 WeChat group. After the setup, I began explaining what WeChat is, and how I’ve used it in previous classes.

WeChat is a mobile messaging app developed by a Chinese company called Tencent Inc. According to DMR, as of Aug 22, 2015, there are 800 million active users. It’s user-ship has surpassed Twitter and continues to grow rapidly and globally. It is threatening the global social media market and has been referred to as the potential “Facebook killer”.

In my Chinese language class, I use WeChat to serve the following purposes: Continue reading

Being an Effective Teacher (Part I)

I have played the role of a learner all my life.  I remember vividly many of my learning experiences typically involving a great deal of frustration and even pain but also an immeasurable  amount of ultimate joy and satisfaction. In first grade, for example, learning (or better, memorizing) the 10x multiplication tables was frustrating as it took me quite a while until I was able to carry out any of the multiplications in my mind without looking at the table. I thought of the time spent learning the multiplication tables as valuable time taken away from my fun activities such as playing with my friends or watching TV. Continue reading

Making Online Content More Accessible: Simple Techniques to Support All Learners Online

With the growing demand for blended and online content, it’s easy to get overwhelmed with considerations such as what type of content to include, identifying new websites or technical applications to introduce, and ensuring that the course design meets the needs of all learners.

The sheer nature of working at a distance increases the need to create opportunities for learner engagement and decrease ambiguity in communicating information. Thankfully, there are a number of different solutions that incorporate audio and/or video components that assist with humanizing the look and feel of your course. Introducing this type of media into course design means ensuring that all learners are able to access auditory resources.

One of the advantages of taking a blended or online course, especially for learners with specific needs, is the infinite number of times you can playback or review a concept until it’s mastered. For learners with special needs, diverse and/or preferred learning styles, English language learners (ELL), or English as a second language (ESL) students, incorporating transcripts, subtitles, closed captioning, etc. to audio and/or visual content in a course is invaluable. Faculty have also found that learners without special needs find having these resources embedded in the course a bonus. Continue reading

Digital Whiteboards: Choosing the one that’s right for you

I currently teach online and hybrid Mathematics courses in the College of Science and Health. My courses are computationally intensive and often require the professor to write equations or diagrams on a white board. This presents a particular challenge when creating screencasts for online delivery, which requires a combination of hardware and software. I will focus primarily on the hardware for this post, the software is worthy of another complete discussion.

Software

Before going on to the hardware, I should mention some of the software tools. First you need a screen capture software to record the screen and audio. Free screen capture software includes Jing and Screencast-O-matic. The most robust, paid versions include Camtasia Studio for Mac and PC (also from Techsmith) and ScreenFlow on the Mac. (I use ScreenFlow.) Next, depending on the hardware solution chosen, you will need a drawing tool. A great freeware app is Open-Sankoré for Mac/PC/Linux. (Note that the latest version of Open-Sankoré does not work with Mac OX Yosemite. OpenBoard is a workable alternative.) Khan Academy is well known for their engaging videos (PC only) which works with SmoothDraw. On the Mac side, there are a couple of candidates. I use Deskscribble and FlySketch. Of course, there are some hardware alternatives which are included below. Continue reading

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Lessons from My First MOOC: A Student’s Perspective

Earlier this year, I made a resolution to see a MOOC through to the end and earn a verified certificate of completion. I hoped the experience would provide an opportunity to study something completely new while answering a few burning questions I had about MOOCs. Questions like:

  1. How hard is it to earn a verified certificate?
  2. How will Coursera know that I did the work myself?
  3. Will I have to wear a Clockwork-Orange-style eyeball opener to stay awake through the video lectures?
  4. How many ideas can I steal and use when designing my own courses?

Here’s what I learned.

How hard is it to earn a verified certificate?

Not hard. So far, I’ve been able to meet the minimum requirements for the verified certificate by putting in one to two hours per week. As long as I get a perfect score on all the quizzes, I can earn a certificate “with distinction” and never participate in a single discussion or peer-reviewed activity. If I could bear the shame of a distinction-free certificate, I’d only need to maintain a B average on the quizzes. It’s also worth noting that all of the quizzes in my MOOC could be retaken once with no grade penalty, and only a minor penalty on the third and final attempt. Continue reading

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Gaming the System: Understanding How Games Can Influence Course Designs, and Why You’d Want Them To

A recent Wired article by Chris Kohler titled “Hey, Video Games: Please Trick Me Into Thinking I’m Smart” caught my attention between levels of the mind-bending puzzle game Monument Valley as I rode the train in to work one morning. I began to wonder if video games (“real” video games and not the ones designed principally as educational tools) really can make us smarter. And if they can in fact make us smarter, I wondered how I could replicate this in my own courses.

I can admit to having moments in class when I was a student where everyone around me seemed to get an idea with ease and I just stared at the teacher, feigning a smile and hoping my cluelessness wasn’t too apparent. It was similar to moments I had in video games, walking back and forth between the same locations, looking at the same objects over and over and simply not seeing anything there; there was no rhythm or pattern that I could discern to do anything useful or that resembled anything I had done in the game before. Overcoming these blocks was often even more dire due to the fact that I have 3 brothers who are extremely talented gamers, and were often several levels ahead of me as I bumbled my way through the levels at half their pace. (I would be teased relentlessly for missing the obvious solutions. Their favorite was to emphatically say “It’s right there in front of you!” without pointing at anything and letting the anxiety paralyze me.)

What usually solved my gaming issue was changing the angles I used to look at things— standing on a different side of the room, looking down from a ladder, or trying and retrying the character’s abilities or items until something worked. (When all else failed, I usually looked for a cheat-sheet or walk-through, a study-guide-like item explaining each step to take to beat the level.) Within the games—trying and retrying or looking at things from different angles—I often learned a new skill that I was ready to employ later in the game to get the next level.

Within the classroom, I usually didn’t get such opportunities. I would simply admit defeat so that I didn’t fall behind going into the next level, and hoped that I didn’t need that particular skill again later. It had never occurred to me then that some of the same gaming strategies might benefit me in class, and that all I may have needed was a different way to look at and do something. Continue reading

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Under the Dome: What a Documentary on Air Pollution Taught Me about Instructional Design

More than 100 million views in less than 48 hours!   This is the growing count of viewing record of Under the Dome, a documentary on air pollution in China, which aired online on Feb 27th.   It was produced by renowned investigative journalist Chai Jing, who used her own money—more than $156,000—to fund the production.

After watching this one-hour-and-forty-minute-long recording, I felt that calling it a documentary was overrated. This “recording” does not possess any signs of cinematography–no visual effects, no theme music, and no artistic post production. It’s merely a TED talk with a lecturer in the front and a PowerPoint presentation displayed in the background—in short, a recording of a lecture.

From the instructional design perspective, both methods–the long lecture and the PowerPoint–are not innovative. Yet, I found myself captivated by this presentation not only because of the sensitivity of the topic and the charisma of the speaker, but also by the “ways” that the “instruction” was designed.  I call it “instruction” because the producer declared three very clear educational goals at the beginning. Chai Jing’s goals were to educate her audience on the following: 1. What is smog? 2. What caused it? 3. How do we deal with it? From constructing fundamental knowledge, to calling for specific actions, this recording addressed all learning objective levels in Bloom’s Taxonomy: Continue reading

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Transforming your Teaching: The SAMR Model

Teaching online is always a moving target.  If a particular technique or tool worked well in one class, it doesn’t mean it will work well in the next. Technology, student needs, and course materials change often, sometimes incrementally and other times in leaps and bounds.  Also, it seems that the more technology evolves, the expectations of students grow as well.  Oftentimes, we can get swept up in the magic of a new tech toy and forget to determine if and how it will actually benefit students.

Dr. Ruben Puentedura, former faculty at Harvard and Bennington College, and the founder of Hippasus, an educational consulting firm, introduced a model called SAMR to describe the path technology adopters often take as they develop their strategies in teaching and learning with technology over time.  SAMR stands for Substitution, Augmentation, Modification and Redefinition.  The model looks like this:

E66DC0A9-D826-4A3C-BAB4-19308E4CED33 Continue reading