Showing posts with label online teaching. Show all posts
Showing posts with label online teaching. Show all posts

Thursday, August 21, 2014

Google Classroom

Unpacking Google Classroom: What it Does and What You Need to Know

by Alan Regan

There has been quite a bit of buzz about Google Classroom for the past several months. Back in May, Google launched a PR campaign and asked interested teachers to sign up for a preview.  It started with a limited set of folks, then in July they started to roll out more and more sneak peeks.  Now Google has officially announced the release of Google Classroom to all Google Apps for Education customers.

What Can You Do With Google Classroom?

Google Classroom is new. As such, it only has a small number of features. If professors are expecting equivalent features to a full-blown learning management system, they will be disappointed. However, Google likely plans to build on this platform and roll out additional functionality over time. In the meantime, what can Google Classroom help you do today?
  • Announcements. Professors can post text announcements that appear in the "classroom" in the announcement stream. The announcement can include a file attachment, link to a Google Drive item, YouTube video, or website link.
  • Assignments. The teacher can create a basic assignment that students can submit for grading.
  • Course Description. In the "About" area, the teacher can post a description for the class, list the room details, and post materials.
  • Email. From the "Students" area, a professor can email individual, select, or all students through Google Mail integration.
  • Invite Students. To populate the class with students, the teacher can "Invite" the participants to join the class.
  • Materials. At the bottom of the "About" area of a class, the teacher can upload attachments, link to existing Google Drive items, link to a YouTube video, or share a website link.
 If you explore or experiment, you'll see that it has a similar feel to Google+ since the main page is the "stream" where postings of announcements and assignments can be found.

So What Is Missing from Google Classroom?

While Google Classroom is interesting to explore, it would be difficult for a university professor who expects more advanced functionality to teach with this tool. Again, it is likely to expand over time, but as of this writing the service is missing some core functionality:
  • No Gradebook. While professors can create assignments and grade each student within the assignment, there isn't a central gradebook to summarize the overall progress of each student.
  • No Automated Course Creation. At this time, there isn't a mechanism to automatically create classes based on official class data from WaveNet.
  • No Automated Student Enrollment. At this time, there isn't a mechanism to automatically enroll or unenroll students based on official school registrations. Professors must "invite" students manually and students must accept the invitation (or join by using a join code).
  • No Plagiarism Detection. There isn't a tool or feature to scan an assignment submission for potential plagiarism. Google is the master of search, so perhaps this could happen in the future.
  • No Sequenced or Modular Learning. While there is a stream where you can scroll back chronologically to past announcements or assignments, and an area in the Abour section to post materials, there isn't a place to create a series of text and media rich content for learning modules or lessons. 
  • And the list goes on...

What are the Gotchas?

With any system, there is usually a set of gotchas or known issues. The key gotcha relates to the assignment process. Actually, it's not as much of a gotcha as a "be sure to be aware" notice.

When a student submits a document to a Google Classroom assignment, that document will transfer from the student to the teacher's Google Drive folder (moving it) and switching the permissions.  The teacher becomes the owner and the student will now only have view privileges. On return of the document to the student, however, the professor's permissions shift, the student becomes the owner (and if the professor wants to edit the document, he or she will need to request permission from the student). So it's key that both teacher and student understand these permission and location items.

Wishlist Items

  • Integration of Hangouts.
  • Integration with Sites (or similar or something new) to create structured learning opportunities.
  • Plagiarism Detection.
  • Gradebook.
  • LTI Integration to plug Google Classroom into learning management systems or visa versa.

If a Pepperdine Professor Wants to Explore...

Google Classroom is enabled on our Pepperdine Google Apps for Education service. Professors simply need to visit http://classroom.google.com, log in with their Pepperdine University Google Apps account, choose "Teacher," and explore away!

Conclusion


In summary, Google Classroom is a basic tool with promise.  It seems perfect for K-12 teachers in schools that don't have a central learning platform.  For higher education, though, it is not poised to replace a formal learning management system. At least not right now.  We'll keep an eye out and see what new features or enhancements Google may roll out down the road.

Resources:

Friday, April 25, 2014

Mastery Learning and Gamification

Gamification and Mastery Learning

 by Keenan Kibrick

Today's Blog Post is the first part in multi-part series on Gamification and Education. Each of these videos will cover a small part about the concept of Gamificaiton and Education.  Each video shows a concept from video games that relates to prior models of education, and how they have been merged in schools to improve education.  Today's first video is on the topic of Gamification and Mastery Learning.   I hope you will all use the information to improve education in the classroom.  When you do please let me know about your successes so that I can compile a list of successful implementations.

Finally a special thanks to Erik Ward of the Oxnard Union High School District who taught me about Gamification and Education.  The teachers of his district were inspiring and are some of the examples in this video.   I hope you all will enjoy.

https://www.youtube.com/watch?v=5WnRgBLvn7c

Monday, April 14, 2014

Education through Video

by Keenan Kibrick


I decided to change the format this week for the blog.  Instead of reading it’s time to watch.  I have 2 videos for you that are both very good and about education.  One is quick and the other is longer, but both will make people think and reflect about the practice of education.

Extra Credits: Games in Education


Why I Watched It:   I love so many videos from Extra Credits and I think they are great educational resources.  I recently watched one about Games in Education and I wanted to compare it to the idea of Gamification (the concept) in education.

Why I wrote about it:   This video addressed a misconception about the gamification of education that I felt needed clarification. When people first hear about the concept of gamification of education their first thought is it means bringing games into the classroom.  In reality, it’s about making the classroom a game.  This video reflects why bringing games into the classroom isn’t necessarily a plan for success.  It focuses on the aspects about video games that make them so enjoyable to play, and highlights that bringing them into the classroom may hinder a games appeal.  The choice of playing a game impacts a student’s desire to play games, and the piece focuses on how a classroom requirement might reduce that choice. If video games are placed in a class for a grade or credit then the students lose that choice over their actions and the game becomes ineffective in the classroom.  Technology in education is great for the future of education, but we need to be cognizant about how we implement technology in the classroom.  Imposing technology is like imposing games, it’s not as effective as allowing technology to naturally blend into the classroom.  This is another great commentary on education and technology and I recommend all read it to spark creativity on ways to implement games in the classroom.

It’s perfect for:  Wanting to implement games in the classroom, Technology implementation best practices, Favoring pedagogy over technology and letting learning lead technology implementation



Talking Creativity with Dr. Jonathan Plucker

https://www.youtube.com/watch?v=ugcpdO2EoJI#t=17


Why I watched it:  I know the interviewer Tim Green very well.  He was my professor when I was in Graduate School at CSU: Fullerton.  He posted up this interview and at first it was just interesting about creativity, however by the end when they discussed merging technology and creativity it became a video that I began taking notes on to help apply to classrooms.

Why I kept reading it:   It was research based, and it focuses on defining the word creativity and trying to help standardize the terminology in terms of the education community.  It gives example of how to phrase questions for students to evoke creativity in their writing, and helps faculty be cognizant about question writing on assignments.  Around 16 minutes in is a great discussion about how a 15 word instruction for assignments hindered creativity for an entire class.  The realization of this gave me pause, and helped me reorganize the words I use on assignments.  20 minutes into the video they begin the discussion of technology and creative output which is also fascinating, and really helps guides the academic discussion about the online community as a place that fosters creativity.  

It’s perfect for:  Rethinking learning, wanting to improve creativity in the classroom, researched/tested methods of incorporating creativity

Wednesday, March 26, 2014

Exploring all aspects of education and technology

 

Exploring all aspects of education and technology

by Keenan Kibrick


I decided to change the format and instead of writing headings “why I clicked it” and “why I wrote it”.  I wanted to replace it with the actual terms that I mean.  Instead it will begin with why I read it for myself, and the second part is why I wrote about it and wanted to tell others about it.  The writing and reasons will be similar then they were before, but the section choices will better reflect what I actually write about in those sections.  I hope you all enjoy the change. 

Today’s wrap up is a mashup of educational material.  It covers a lot of topics from inquiry based learning, the role of a teacher, and gamification motivation.  While it is a mashup of material I hope the techniques will be beneficial to faculty in their pursuit of improving classroom achievement.

Role of the Teacher in a Blended Learning Classroom


Note you have to sign in to read the article, but it is just for verification.

Why I read it:   The separations into the rule, the example of the rule, and the technology Dos/Don’ts were easy to navigate.  I liked reading the Dos and Don’ts and felt they provided good tips for technology in the classroom.

Why I wrote about it:   The content embedded in the format is wonderful to read. It covers so many vast important topics of the 21st century classroom that are applicable to all classes.  It covers data driven culture, high expectations of students, relevant and engaging learning, positive feedback in classes and many more.  For each topic the separation of sections is wonderful.  The rule is simple to follow and the explanation of how each rule works are just one page.  After, they give a detailed example of a school that enforces the rule and exemplifies its success.  Finally it ends with a few quick tip dos and don’ts for the rule.  These tips are powerful and can help guide someone to success in exploring the topic.

This is a long paper compared to my brief entries, but it is valuable information about 21st century learning best practices.  I encourage all faculty to read this, and if need be (because of length) not all at once.  Try working on one tip at a time, and using the information to improve the classroom.  Use as much or as little of this as you want, but please read it because each topic is succinct and valuable to transforming education.

It’s perfect for:  Understanding 21st century learning, creating a toolkit of best practices, wanting examples of support to justify teaching techniques.


Can University Professors Benefit from K-12 Progressive Teaching Tactics


Why I read it:  I enjoyed the narrative of a college educator in a k-12 education conference.  It is interesting to see how different college and K-12 think they are, yet when they are put side by side how similar they really are.  The perspective kept me interested and the more I read the more I got hooked on the epiphanies that this College Professor had.

Why I kept reading it:   One paragraph in particular hooked me into this paper.  The assignment about apples paragraph in the middle of the paper is a must read.  It shows a perfect example of education in the future using the inquiry model, and it’s flawless in its design.  It succinctly explains how the classroom should be a place of inquiry where students should be encouraged to explore multiple topics while learning the main topic of a class.  If students can be motivated to learn through tangential exploration into side topics that lead to the main topic it’s perfectly acceptable and should be encouraged in a class.    It focused on the purpose of what students are learning and highlighting the importance of emphasizing that purpose inside a class.  This is just one example of the great ideas form this article.  The article focuses on how College faculty can benefit from High School Principles of learning.  I believe the ideas in this article are inspiring and should be lessons for all educators regardless of classroom level.

It’s perfect for:   Learning the basics of the inquiry based model, rethinking the college classroom, venturing outside the comfort zone of academia to find innovation.

Rewards of Glory and Other Ways to Keep Gamification Interesting


Why I read it:  I am always fascinated with gamification reward structures.  I know many, but they always feel stale sometimes.  The idea of rewards for glory and multiple reward systems is a great idea.  From the first bold words of rewards of glory I was hooked and wanted to implement these reward systems in classes.

Why I kept reading it:   While this article isn’t about gamification in education.  These same concepts can apply to almost any gamification experience.   Each of them is a great way to help engage students in very simple practices the drive achiever learning style students. Rewards of Glory are a great idea. People need to repeat actions in classes sometimes and motivating repetition is great for classes where repetition is a necessary practice.   Rewards of access are great for students who want to explore a class, and who want to feel rewarded for exploring outside the general class.  Further, by rewarding students with access it lets students realize there are alternative paths to success.  Each of the rewards is a great way to inspire student motivation in class and can be used in class to motivate students to perform tasks they are not usually willing to perform in a class.  I recommend faculty playing around with these different rewards and seeing how students respond to each in class.

It’s perfect for:   learning how to reward students in a class, motivating student achievement, designing a gamification based class

Friday, March 14, 2014

Knowing our Learners



Knowing our Learners

by Keenan Kibrick

Knowing our learners is extremely important to meeting their needs.  The problem however, is we must ask ourselves, how well do we know our students?  Our students are very different learners then we are, and the question becomes how should we teach them?  Should we design classes towards their learning styles, or have them conform to ours?  A mixed path I feel is a great way to do this, and to help these are very good links to articles that help us better understand our students and their learning process to better the education we can provide.

The Key Components of a Learner-Friendly Interface Design


Why I opened it:   I was curious to read about interface design, because I was making videos on the topic.  I wanted to confirm my video knowledge, and to learn a little more about what to add to the videos.

Why I kept reading it:   This article went beyond what I imagined.  It’s not just one article it’s a starting point that lead into many fascinating articles.  Each link is another step to great interface design in an e-learning classroom.  If you have a blended class, online class, or even use Sakai in a face-to-face class this hits so many key points in design it’s almost a crucial read.  It covers 4 primary topics graphic clarity, readability, usability, and learnability.  However, each topic has links to must-reads and they are must-reads.  How learners read on screen was fascinating, and made me realize how I should change my online class design.  It covered so many key issues in education.  Like the idea that students don’t read more than 8 seconds at a time and only read 20% of what we present to them.  The ideas on how to handle this and thought discussions about this issue were fascinating.  Another must read “experience is everything” focuses on design tips to make students experience a class rather than just read it like a website and they are easy to follow.  This website is a 
valuable article that I will reference many times and I recommend faculty also reference. 

It’s perfect for:  Redesigning and online or blended class, using courses as a tool in the classroom, learning more how our students think, designing classes to fit student needs.

 



How Technology Trends Have Influenced the Classroom


Why I opened it:  Sticking to the theme of design I was curious to see how technology changes the classroom.

Why I kept reading it:   It followed those same philosophies from the design article above.  It highlights primarily how students think and interact with technology.  It gives very good overviews of specific technology facts, and after every overview it presents classroom outcomes gained from these technologies.  The classroom outcomes are very valuable and help reflect on ways we can change our classroom practice.  Great examples gained:  Flipped teaching to meet the needs of the “on-demand” student, and tips to increase interactivity in the class.

It’s perfect for:   learning more how our students think, wanting quick tips to help change classrooms, trying to meet the needs of a changing population of students

Learning Theories Gone Wild – Urban Myths that Hurt Your Learning Designs


Why I opened it:  It was catchy looking and eye appealing, and when I skimmed the article I landed on the last theory and was hooked.

Why I kept reading it:   I almost stopped when I started because it was too font weird and eye distracting.  However, when I looked past the eye distracting fonts and pictures I loved the information delivered.  I loved that it included Myths and more importantly it had ways to move away from the myths.  That was the best part for me.  It wasn’t alternatives but ways to move away.  The line alone was catchy and signaled that they understood change is a process.  Further, when we look at the tips to move away from the myths we see that they are small steps to take to improve classes.  I enjoy small steps some times and I hope many readers will also.  If we can take small steps to improve our practice they will turn into larger steps in the future.  This entire article had great small steps to improve learning.  The last step was all about research proven methods leading the classroom and dispelling the rumors that learners know best.  It’s all about making sure to cater to our students by doing what is proven and what’s best rather than just what the students want.  The rest are equally as insightful and it is a fascinating article that I hope many will read and learn from.

It’s perfect for:   Questioning how we learn (even newer practices), wanting to take small steps to success, reading more on the theory of learning.