While I’ll beg your forgiveness for the obvious hype-train connection in my title to the release of the film READY PLAYER ONE, the film does raise many questions about the future of Virtual Reality (VR) and Augmented Reality (AR). For me, this question often comes up in the context of VR and AR in education, since my work as an Instructional Designer often means looking at new technologies that could change the way we go about the task of learning and teaching. Our office recently started a working group together with partners across the university to begin exploring what VR and AR in education could look like.
Student Testimonials: The Amazon Buying Approach to Online Course Selection
Recently I purchased a wheelchair for my mom on Amazon. I love shopping on Amazon. It’s quick, easy, and my packages come straight to the front door. I read the reviews to see what other buyers have to say about the product, and usually make up my mind whether or not to buy based on those reviews. Generally, I never have an issue.
This time, however, was different. As I usually do, after I placed my order I repeatedly checked its status to see when my product would arrive. But now, every time I clicked on the tracking number, a page would come up invalid tracking number. I thought to myself what is going on?
Importance of Play in Skill Acquisition
In the field of coaching there is more and more research that shows that when an athlete is in an environment where they feel supported and where they are having fun, skill acquisition comes more easily (for an interesting talk on this, listen to this podcast from Olympic coaching educator Wayne Goldsmith).
This is not to say that practices are or should be all fun and games. There is still plenty of hard work and workouts that at the end of the day are difficult and not necessarily “fun.” What the research shows, however, is that if the athlete is engaged in the process, the tough stuff is easier to manage, and the skills are easier to acquire.
Teaching and Learning While “Life Happens”
The first time I read the expression “life happens” was in a syllabus of an online course that I was reviewing. The professor indicated that he understood there would always be reasons for students to not complete course work, because “life happens.” In the case of “life happens,” he asked students to communicate with him: “No response, no explanation, or showing no sign of life will result in an F!”
Over the years, the strict yet humorous tone of that syllabus stuck in my mind. And so did the notion of “life happens.”
Life happens. As much as you try to take control, life sometimes just takes its own course of action.
Then, on January 29, 2018, life happened to me.
Toward a More Inclusive Design Approach
Without setting out to do so deliberately, I’ve developed a strong interest in accessibility and universal design over the last year. Last June, my buddy in the ELI/Penn State ID2ID program suggested that we collaborate on an accessibility project for a faculty audience. Then, in July, I attended the annual Distance Teaching & Learning conference in Madison, which had an unofficial “accessibility track.” After returning from the conference, I started talking with my colleagues and found that several of us were on the same page, so we have formed a working group to begin exploring how we might support implementation here at DePaul. Over the next two posts, I’m going to give an overview of the work our group has been doing.
An Afternoon of Educational Technology
On Feb 15th, the Center for Educational Technology (CET) at DePaul University hosted our annual Tech Fair, inviting faculty, staff, and students from the College of Education and across the university to socialize, demo tools and gadgets, connect with organizations, and participate in a discussion on educational technology.
Send Students Out on a GooseChase
For as long as I’ve been interested in mobile learning, I’ve been on the lookout for apps that allow instructors to use mobile devices to structure student learning experiences outside of the classroom. Maybe you want students to go the Art Institute, look at three paintings in person and answer questions about them. Maybe you want students to visit seven buildings downtown with different architectural styles. Maybe you want students to go to the Bird and Butterfly Sanctuary and take pictures of migratory birds. Or maybe you want students to visit a few different ethnic neighborhoods, and you just want verification that they actually went.
Digital Story Telling
Digital story telling is an instructional practice that is used to tell stories by using computer-based tools. For example, individuals or groups may tell a story by using a variety of multimedia such as audio, graphics, voice, text, and video. For centuries, many people have learned messages from stories that were either passed down orally or written in a book. We now live in such a technological advanced society that learners can now comprehend an intended message by using technological products of the 21st century.
Tried and True Technologies, Part 2: Google
In August, I posted the first of this “Tried and True Technologies” series. That post focused on how you can use mail merging in Word to make life a little easier. This time around, I figured we should just go for a big one: Google.
Google has a ton of apps—not just Mail, Docs, and Sheets either. They have a full repertoire of tools, called the “G Suite.” From this suite, there are few tools that I love and find incredibly easy to use. In this post, I’ll cover a tool I find to be underused: Google Keep.
Ockham’s Razor and Online Learning
I’ve always loved Rube Goldberg’s drawings. They lent a certain sense of the absurd to everyday tasks, creating a ridiculously complicated machine to handle something most of us could do without even thinking about it. Like many young people, I also delighted in building machines similar to Goldberg’s, using every toy at my disposal to produce something that, let’s be honest, may have been more satisfying to design and build than to actually deploy most of the time. A few hours’ work for ten seconds of payoff? Not a big deal, when you’re a kid.