Saturday, February 26, 2022

Checking Out Tech: Reader Mode Activated

 Making sure all students have the ability to access content and class materials is of utmost importance. It is personal for me because of a few friends and family members who experience a range of accessibility issues. I was excited to do some exploring this week to find a tool which would be applicable to disabled students and show people how easy it is to make education more inclusive for everyone!

We're All in This Together GIF

 After some digging and exploring, I am choosing to share about a Chrome extension instead of a specific program or other tool. 

There are a few reasons I've chosen an extension:

  1. Most schools use Chrome as their browser of choice even if the district is not a Google district (I know my district uses Chrome even though we are a Microsoft for EDU district).
  2. Chrome extensions are usually free or at least have free versions a person could use before deciding to pay for a higher level extension.
  3. Chrome extensions are easy to add to Chrome, and easy to use while completing web navigation.
The Chrome extension is called Reader Mode and can be found here: https://readermode.io/ Their site provides the link to the extension in the Chrome Webstore, as well as a comparison between the Free, Pro, and Premium versions of the extension.

This extension provides a one click way to take a cluttered webpage and turn it into just the text and images which should be the focus of the page. The extension allows the user to change the font, size, spacing, background color, and other options to make the information more accessible. This extension also includes a text-to-speech feature with speed control.

Here is an example of an NPR article in its normal mode:


Here is that same NPR article after Reader Mode has been activated:



One more example using and especially cluttered local news site:


The obvious use for this extension would be for students, faculty, and staff who are visually impaired. My middle school students spend a lot of time doing research across the internet, so when they are not in a database like Gale, this extension would allow any students who are visually impaired to get rid of the clutter on sites and even use text-to-speech if necessary. However, this extension could also benefit students with dyslexia, students with ADD or ADHD, or students who have sensory issues and feel overwhelmed by the ads and sidebars of the average website.

Some districts allow students to add extensions to Chrome themselves, while others push through these additions from their technology support teams. If that is the case, I think sending a brief explanation, as well as the link to Reader Mode's website would be enough to convince most educational technology offices to add this extension to student devices.



Sunday, February 20, 2022

Checking Out Tech: Want to Go On a Quest?

 Your Quest, Should You Choose to Accept It

My school has a set of Oculus Quest VR headsets a former Instructional Technology Coach was able to procure for us through a grant. The sad thing is, no one uses them! Perhaps people are intimidated, worried about students breaking them, or have simply forgotten they are there - hiding in the dark of the AV room. The quest today is to learn more about the Oculus Quest and how it could easily be used to take your students on quests of their own.

Source: https://tenor.com/view/onward-quest-brothers-adventure-lets-go-gif-17695113

What is the Oculus Quest?

The Oculus Quest is a VR headset which allows the user to experience a variety of virtual reality situations, simulations, and games. The Quest is an all-in-one unit which does not need a cellphone or computer in order to operate. There are even some apps which, once installed, do not need an internet connection to run. The Quest consists of the headset and two hand-held controllers. The battery is easily charged via USB cable. The only drawback to classroom usage is the space needed to safely use the Quest. Users set up a virtual Guardian, which is basically an area free of obstacles or other people. Ideally, teachers would only have a few student users at a time and they would have a space free of desks, chairs, etc. for students to set up their Guardians. An unused lab, gym, cafeteria, or black box would be the best possible locations within the school building.

Oculus Quest

Quest Uses Based on the RAT Model

RAT stands for Replacement, Augmentation, and Transformation and can be used to plan and assess the implementation of technology within the classroom. Below are some instructional uses for the Oculus Quest based on this model.

Replacement

To be honest, with the level of technology used in any VR headset, it is almost difficult to just use the headset as replacement for a typical, non-digital lesson or activity within the classroom. However, some potential ideas involving using the Quest to allow students to view videos related to content which they would normally view as a whole class. Using YouTube's VR app, you can view videos hosted on YouTube. 

Amplification

This next level of implementation is where things get fun. There are a wide variety of apps and experiences available on the Quest which can amplify experiences in a variety of content areas. The sky is truly the limit (along with your app purchasing budget). One more obvious example is to use the Quest to take VR field trips. Content creators such as National Geographic, Atlas Obscura and the Smithsonian all have apps available to take users all over the world. Students can explore museums, landmarks, and natural wonders in VR from wherever your classroom is located. Because of the VR nature of these experiences, students are immersed in the location in a way far above watching a video or exploring the location on something like Google Earth. There are also apps created by individual entities - students can explore the Anne Frank House Museum in Amsterdam, the International Space Station, or even Chernobyl - all in VR from the classroom. 

With the impacts of Covid and the sheer cost of out-of-state field trips, these VR field trip possibilities augment what a teacher could normally present from the classroom with readings, pictures, videos, and maps. 

VR Field Trip Apps

Another example of using VR to amplify student experiences is by using one of the language learning apps. Students are able to hear, see, and then speak a variety of languages in a VR environment. This is basically like DuoLingo placed in a more real world setting with more immediate and realistic feedback.

Transformation

The real power of a VR headset like the Oculus Quest comes in the ability to completely transform student experiences through a variety of VR simulation apps. These simulations are applicable to a variety of content areas from science (human body simulation which allows students to cut through skin tissue or dissect a human heart) to physical education (students can play and participate in a variety of sports i.e. table tennis or even practice physical agility and rhythm through apps like Beat Saber) to communications and business in apps which simulate speech giving or working in the food and beverage industry.

Because of the immersive experiences these apps can provide, student experiences are transformed into something as close to reality as possible without the difficulties setting up a real-world simulation would create. Students from upper elementary and onward can have transformative experiences across a wide range of subject areas. 

For a better visual idea of some of the potential experiences available through the Oculus Quest, check out the YouTube video below:


Quest Difficulties

Many teachers who have not experienced VR for themselves may feel intimidated or exhausted just thinking about introducing these to students and working through the potential technical difficulties which could occur. However, if your school has been able to find funding to purchase any VR headset, it is well worth the time and effort to get these onto the heads of your students. Paid apps do present another funding expense, but many of the educational apps are free or $5.00 and under. The experiences these apps allow is well worth the time and expense.

To help with ideas and difficulties, I will link a few sites and blog posts below which I have found valuable during my VR exploration.

Oculus Education Experiences - This is Oculus' curated app section with apps geared toward a variety of educational content areas.
EdTech Magazine Article - This article is not specifically about the Oculus Quest, but presents information on the use of VR/AR within classrooms and how these devices to help students from critical thinking to soft skills.
Oculus VR for Good - Oculus' site which has a variety of blog-style posts about the uses of VR in education and stories behind specifics apps.
ISTE AR & VR in the Classroom - This article from ISTE discusses the use of AR and VR in the classroom with a linked video on using AR with autistic students. A list of links to many different AR and VR resources is included after the brief article.

I hope you find these ideas and resources helpful! VR does have a bit of a learning curve, but the I think the time and energy invested is well worth it when teachers and students see the variety of experiences and resources made available through this technology.

References:

BMF Show [BMFVR]. (2020, March 26). Oculus quest educational games | learning in VR [Video]. YouTube. https://www.youtube.com/watch?v=Uot5AAAcVIk

Hughes, J. E. (2019, December 9). R.A.T. model. Dr. Joan E. Hughes | TechEdges | Technology Integration Research. Retrieved February 13, 2022, from https://techedges.org/r-a-t-model/

Saturday, February 5, 2022

Checking Out Tech: Google Arts & Culture Experiments

 After talking standards and information literacy the past two weeks, let's jump into looking at a tech tool that gives us an opportunity to connect many of these pieces together!

I currently work at a school of the arts which serves students who are gifted in a variety of artistic areas. Each student has a core art which is the main reason for their attendance, and they treat these courses just as seriously as their academic courses. Our fine arts teachers are always searching for new ways to incorporate both technology and higher level thinking into their arts-based instruction. Ideally, the school librarian would be a support to them just as much as to the academic teachers within our building. 

Post of Inspiration

Cult of Pedagogy logo - white glasses on black background in a laptop frame
Image source: http://education-forum.ca/2018/11/20/www-cultofpedagogy-com/

I often check in on the Cult of Pedagogy site to see if there is a post which is of interest or a podcast episode which connects to something I want or need to know more about. One of the recent posts was one of the posts popular on tech related sites which basically list several new tech tools with a brief write up about each one. Sometimes these posts are helpful, and sometimes they feel like the same "best of" round up which can be found on many other sites. 

6 Ed Tech Tools to Try in 2022

Knowing my fine arts teachers are extremely open to integrating more technology and collaboration into their curriculum, the second entry on the post caught my eye. It is about a newer area of Google called Experiments, and there is an entire subsection devoted to Google's Arts & Culture Lab. This is a space where coders can submit different experiments in programming for the public to access. There is certainly a lot to explore within Experiments, even after visiting the Arts & Culture subsection, but I found two Experiments which have a lot of potential for fine arts teachers to incorporate into their classrooms.

Calling All Fine Arts Teachers!

Have you been looking for an easy and approachable way to incorporate more technology into your classes? Are you also a fan of experimenting with arts, music, and collaboration? If so, I have two potential experiments for you to introduce to your class. Both take minimal prep, no extra logins, and will have your students learning and collaborating about the amazing experiences art and music bring us. Keep reading to check out this tech!

Experiment #1 - Puzzle Party

This experiment, found here: https://experiments.withgoogle.com/puzzle-party takes Google's Arts & Culture catalog and transforms the works into collaborative jigsaw puzzles. Users can decide on the complexity of puzzle via the number of pieces and then invite an unlimited number of users to collaborate in solving. 

Kehinde Wiley's Portrait of President Obama in Puzzle Party

Each puzzle's work of art is linked to information about the history of the work of art, artist, medium, and current location. While students could certainly just used this as a brain break or activity as they finish other work, a fine arts teacher could also use this as a collaborative activity within a study about a specific piece, artist, or movement. Students would easily have access to an activity where they have to closely read a piece of art in order to put the jigsaw together. They also have access to reliable and accurate information about the artwork through Google Arts & Culture - including interacting with the artwork in AR and exploring the work's time period.

Source: https://artsandculture.google.com/asset/kgGqONkp0JVsCA

Ultimately, a teacher could plan a collaborative research assignment solely based on a piece of art students choose to put together in Puzzle Party. As a side note, if anyone wants to collaborate to put Obama's official portrait back together, you can join me here: https://g.co/arts/afHzsrCKqhz47g2a9

Experiment #2 - Assisted Melody

This experiment can be found here: https://experiments.withgoogle.com/assisted-melody and introduces students to the distinct musical styles and a brief history of three classical composers (Bach, Mozart, and Beethoven). Students view information about the composer and then place notes on a staff to compose their own melody. Once they are done, they can click the "Harmonize" button and the code works to create a full harmony with the student-composed melody. Students can then play the harmony in a few different modern instruments and share it with others. 



A music, piano, strings, or band teacher could incorporate this Experiment to teach musical history, melody, harmony, and show students in a fun way how the instrument playing a piece affects its sound. Students could also collaborate to create a melody or work off of a 4-5 note stem the teacher gives them to see how many different melodies can be created. 

Here is my attempt - please don't judge me, I love music, but I have not taken piano since senior year of high school! 


Wrapping Up the Check Out

I hope you have the time to explore these two Experiments or any of the others offered through Google's site. These could certainly show teachers and students that code and coding can be used in a variety of ways - even to help us better understand arts and culture!

References:

Gonzalez, J. (2022, January 18). 6 ed tech tools to try in 2022. Cult of Pedagogy. Retrieved February 2, 2022, from https://www.cultofpedagogy.com/edtech2022/

Librarian Interview: Dubose Middle School

 I was able to reach out to another middle school librarian in my district to interview about the Engage competency and how she uses her lib...