In a previous post, I wrote about creating a simple e-learning module with Google Forms. Then I discussed sending students an immediate response when they completed that module, which is very helpful for record-keeping and for worried students who believe their responses are floating somewhere in cyberspace. To continue this line of thinking, what happens if students are required to demonstrate a certain level of competency in order to get credit for the learning module? Is there a way to automatically grade student responses and give them different feedback depending on whether or not they pass? Well of course there is! Keep reading …
I have been a huge fan of Google Forms for quite a few years. I have used it for everything from collecting survey data, to getting feedback on a course, to polling students during a class. For me, it has become a necessity in the way I teach my classes. A couple of years ago, I began giving my students short, specific assessments over the assigned readings each week. Students would read an assigned article or chapter, complete some questions pertaining to the reading through a Google Form, and I would give their response a score.
As I have written about before, embedding Google Drive folders is a great way to manage content on your LMS. Rather than logging in, uploading, and waiting, you simply copy files into a folder on your computer, and they magically show up in your LMS for students to view.The only drawback was that last year Google blocked iFrame embedding on all Google Drive folders and Google Sites pages.
Turning something into a game does not necessarily mean people will suddenly like it. Atari learned this the hard way with their E.T. video game. It turns out that betting the farm on a mediocre video game based on a blockbuster movie is bad business.
The same is true with gamification, a term being thrown around a lot these days in education circles. The general idea behind gamification is that game mechanics can be used in non-game environments in order to get some of the same outcomes typically associated with games, such as engagement, problem-solving, cooperation, and motivation. Many teachers are applying the principles of game mechanics to course design in order to motivate their students in ways traditional instruction does not.
I will start by stating the obvious: There is a HUGE difference between learning to use technology for yourself and using it effectively in the student learning process. Both applications of technology have specific skill sets, they inform each other, and they are both important. In the educational technology world, you might see this dichotomy through various lenses: digital media literacy, TPACK, SAMR, or some other framework you’re fond of presenting at conferences.
As a teacher, I am always making instructional decisions. More often than not, these decision manifest themselves as questions. What do I want the students to know, understand, or be able to do at the end of my lesson? Who will do most of the talking, me or the students? Where does this lesson fit in the big picture of the class? Will I use technology? Will the students use technology?
Everyone is talking about the “flipped classroom.” I just attended a conference where this term was used approximately 57 times every hour for 4 days. My first response to this term was positive when I heard it a few years ago. The flipped classroom is a teaching approach where teachers provide resources for students to build their background knowledge outside of class and use class time on activities that leverage face-to-face interaction, such as discussion, group problem-solving, and collaboration. This contrasts with the “traditional” model, where instructors spend class time transmitting information, and then require students to engage in the aforementioned higher-level learning tasks on their own outside of class. This concept has so much curb appeal because students, generally speaking, don’t like lectures, and instructors don’t really like the behaviors associated with lecturing (e.g., falling asleep, playing on phones, doing homework for other classes).
I am always on a quest to find better ways to control my content during class meetings with my iPad. I have tried just about everything, from mirroring with Airserver to SlideShark, and nothing has quite done what I want. Either the tool is too unpredictable (Airserver) or it is too narrow (SlideShark), so I continue to keep my eyes peeled for ways to present my lectures while mobile in the classroom.
Update! Since posting this several months ago, Google has disabled embedding a Google Site. It’s nice to know my Technology Ninja skills are being noticed (which is the exact opposite of what a ninja actually wants to do). I will leave this tutorial in case Google decides to start playing nice again.
Today I attended a presentation sponsored by Apple about the changing role of mobile technologies in higher education, particularly colleges of education. This is of particular importance to my college right now because we are beginning to talk a lot about how and why to use different types of technology in our courses. Many faculty have been using technology for many years in their courses, but we are starting to see a shift in the role of technology in terms of how students access and use information. The presentation today, given by John Landis, Ph.D., was very much in line with the conversations I have been having with some of my colleagues over the past few months.