Tech Playtesting Assignment 3: Creativity Tools
Introduction
For the Tech Play 3 assignment, we were asked to explore creativity tools that allows life wide and lifelong learners to create/produce fruits of one’s labors. In addition, these creativity tools are those that may include web-based or apps for tablet computers that a learner uses to produce technological evidence that can be shared with others. We were challenged with expanding our research and tech play to exploring and using apps that can be used on mobile devices. So, let’s dig in.
Nearpod
The first mobile creative technology tool that I explored is Nearpod. This is a software application that incorporates student engagement to all learning environments and includes a variety of technology platforms like tablets, mobile phones such as android and iPhone, to computer applications like Windows, Apple, and Google. Check out this overview video on How Nearpod works. This technology tool fully integrates with many other mobile applications and technology tools, mobile apps, learning management systems, and other software applications that allow for optimal uses and learning opportunities within many subjects. This tool allows for teachers and learners to engage in live lessons, student self-paced experiences, as well as in classroom learning engagements. As a teacher or student, I like this software application because it allows users to incorporate other favorite software application suites like Microsoft and Google to incorporate into this student engagement platform, which is a huge plus for everyone. In addition, it allows for learning environments to use virtual reality and gamification as well as interactive videos to assist students in engaging and interactive mobile learning experiences. Here is a video on How to Use Nearpod as a student - YouTube. One thing that seems to be a bummer, is that to fully unlock the full capabilities of this technology tool, is that either teachers (already underpaid and overworked teachers) must pay for this tool (via monthly or annual subscriptions) for their classrooms, or entire districts must buy-in to the purchase, and overall adoption of this technology application for students and teachers to use. On the other hand, school districts can add/purchase pieces of these technology features and/or resources of student engagement for grade levels, subjects, or even publishers or featured resources available for use within the Nearpod creativity student engagement technology platform. A huge plus is that individual students do not have to pay (via parents’ pocketbooks) to use these technology tools. Here is a video on HOW TO USE NEARPOD FOR STUDENT ENGAGEMENT! - YouTube. Overall, this technology tool is a great creativity tool for teachers and learners alike, to have an optimal teaching and learning, student engaged classroom using some of the latest technology resources available.
Vittle
Vittle is the next technology that I chose to explore as a creativity tool for all learners. This technology tool is a screencasting technology app that can be used by teachers and students alike. Vittle is a recording whiteboard (blank canvas) that allows learners to draw, sketch, annotate, and visually navigate or even guide through a topic of choice. The whiteboard is setup like a blank sheet of paper, where the user can create within that space whatever and however, they choose to, as the recording feature records the learners use of the technology in the background throughout the learner’s creative use of that space. It can be used to create a learning report or even a book report, where you can then submit and/or share your assignment/project with your teacher and/or others. Check out this video, Vittle - Kindergarten Farm Project - Vimeo, that provides one example of how even the youngest of learners and their teachers can use this app in the classroom. This tool allows life wide and lifelong learners to use this mobile technology platform throughout learning experiences. Users can use this digital creativity app to create evidence of learning and work (if you will), through the folio thinking process of collecting, selecting, connecting, and eventually reflecting on things and topics learned. Although it does operate like a recording whiteboard (because simply put, that is all that it is), the incorporation of a creative mind of the learner as well as embracing, exploring, and using the full capabilities of this specific technology (and then some), it enables learners to use this app as a blank canvas to create and produce from. Check out this example Vittle - Going Viral: Viruses, Replication and COVID-19 - YouTube. This learner incorporated her personal creativity, story-telling abilities, and simplistic looking, easy-to-follow originally drawn characters to create and produce a video, which became a visual representation of her learning in what may seem as a lower-level Bloom’s Taxonomy of integrating technology app, into a highest-level creation using this specific tool to work with. In addition, she indirectly was later encouraged, to reflect on her use of this specific easy-to-use technology tool by sharing with others just how she used such a simple technology tool, to create such stories or digital schoolbook chapters (if you will) etc. Check out the following videos Vittle - Easy How to Use the Flipped Classroom Teaching Method! - YouTube and Vittle and Screencasting Tips and Tricks - YouTube. In addition, check out the following video, which includes a lifelong learner in the area of emergency medicine to share knowledge and work life experiences with Emergency Medicine (EM) students at Vittle - EM Medical Students, Introduction to Evidence Based Medicine - YouTube. As a teacher or learner, I really like this technology tool specifically, because upon completing the process of creating and producing this work (i.e., high-definition video(s)), you own them, and maintain full control of your work moving forward, as well as can download/upload videos you created in the Vittles App to external hard drives etc. for future references and/or uses. Although there is a cost to purchase this app, it is reasonable (at this time), as you pay a one-time fee of $24.99 plus tax, to own the app and the teaching and learning projects that you, the user, creates, which is a huge plus for most any user. Other then that, there are endless learning possibilities afforded through using this technology tool from the various creative-minded persons who learn, explore, create, produce, reflect upon, and share projects designed with creative tools such as this one. Unfortunately, a lot of the time, users do not fully embrace, explore, and/or use specific mobile technology to their full capacity for a variety of reasons, such as Vittle, Microsoft, and Google products to name only a few.
Showbie
Showbie was the third creativity tool that I chose to research and tech play with. This is certainly a mobile app that can be used on tablet devices and other mobile devices like iPhones, but Showbie also has a web application that can be accessed on personal computers and Android devices as well, providing that you have an active internet connection. Check out this Showbie Web App on Xbox and PlayStation - YouTube.
Showbie describes itself as the modern “paperless classroom.” Using this app allows teachers and learners the ability to give feedback, share, and collaborate on work, assignments, and projects with features within the app that is right at your hands. Teachers can distribute instructional materials and instructions to students using this app. In addition, teachers can privately share feedback with individual students. This app allows for students and teachers to record verbal feedback quickly and easily, as well as voice notes. Check this out, Showbie in 3 minutes - YouTube. Within this app, there is space for learners to add individual work to ePortfolios, and they can also coordinate and organize their own individual portfolios. As a teacher, I like this creativity tool because this digital app can be used on many devices and across many subjects. As a learner, I would like this technology tool, because it is easy to use (Showbie Student Tutorial - YouTube), and it allows for quick feedback, it houses and facilitates a place for continuous addition of ones learning experiences to the portfolio area, which is a real bonus. In addition, from the perspective of the teacher and the learner, it integrates nicely with other technology tools. Check out this illustrated example of Explain Everything & Showbie in tandem! - YouTube. The only thing that teachers and learners may find daunting, is that there may be somewhat of a steep learning curve for some less tech savvy users or learn-by-doing kind of teacher or learners, which would then involve a bit of technical training and/or guidance, to make sure everyone using this tool is up to speed with the uses and features of the technology. Furthermore, for users to gain the full features of this creativity app, it will involve someone (users, school, or district…), to pay a monthly/annual subscription to fully adapt and use this creativity tool in the learning environments. All in all, this is one of many technology tools that affords users creativity, continuous interactive teacher/student engagement, and remote learning from anywhere.
Showbie affords teachers the ability to provide timely and valuable feedback to the learners. Showbie also allows the ability by the teacher and fellow classmates to collect, annotate, and share work, assignments, and projects within the class. Showbie application affords users the ability to organize and display student work in a variety of ways, such as by class, student name, or assignments/projects. In addition, as long as the instructors and students are online, this technology tool will keep you and students on the same online page. Because Showbie is accessible for mobile devices, it affords users and teachers the ability to stay connected and share feedback. In addition, Showbie affords all student-centered learning and engagement elements all retained within that software application, without much need to navigate outside of that online learning platform to take care of most classroom assignments, and engagements between the students and the teacher.
Student Work One
One example of student work that I would consider is during the properties of periodic table learning objectives area of the course (PK). Once the lesson was complete, I would have the students choose one element to research specific information on, and then write about that element from the periodic table using first person. I would give them instructions for them to include such as atomic number, symbol, neutral state, uses etc., in the “About Me Chemical” description document to use their chosen element how, and why their chemical element is where it is located on the periodic table (CK). I would have them use a presentation, word processing, or video application or program that integrates with Showbie (TK). I would also encourage them to use images, graphics, videos, or other digital components to enhance in their visual content assignment. Finally, once they have completed their digital assignment file, I would ask them to write a paragraph of reflection on that learning activity. When the students completed that assignment, they would upload that file into the designated assignment folder. Once the students have received feedback and their work is graded, I would request that they add that assignment to their portfolio area in Showbie. This is done by the student, by them clicking on the “gold star” to the right of the completed/graded work, which then labels this sample piece of the student work as a significant learning artifact that will now appear and be accessible for reviewing by student’s parents or others, as well as other selected items chosen by the student to appear within the portfolio area of the Showbie user interface.
Student Work Two
The second example that I would choose in a classroom environment with my students would be the same example from last week, which is the chemistry concept of Valence Shell Electron Pair Repulsion Theory (VSEPR Theory), molecular geometry, and polarity (CK). For the assignment, I would ask them to work within a technology tool that integrates successfully the student engagement app “ShowBie.” Several examples of these technology apps include “Vittles” interactive whiteboard, “Explain Everything,” Google Jamboard, Microsoft Whiteboard, or even “TechSmith Capture” to name a few recordings, work/learn, and share software apps to explain the process/steps that you would go through to successfully draw Lewis structures for the following two molecules: water (H2O) and carbon dioxide (CO2), or any other two comparable molecules, using and demonstrating the AXE method without using the chart. Then determine and evaluate the molecular geometry of each of the molecules above. Next, go back to the app store and use an app such as “PhET Simulations,” “Atomsmith Molecule Lab” or “Odyssey Polar Bonds – Molecules” to name a few, to further evaluate, compare, and contrast the above two molecules they drew in “ShowMe” (for example) for molecular polarity (TCK) as they are viewing these 3-D models side-by-side. Additionally, I would ask them to upload their videos (in this case) to their ePortfolios artifacts area in Google Sites, and write about the similarities and differences that you observed and evaluated in the second app, i.e., “Odyssey Polar Bonds – Molecules.” Finally, before submitting their work, I would ask them to reflect on the assignment, as they drew each of the two molecules, describing the process they used to determine whether the molecule was polar or nonpolar as well as the specific details (including the simulations about each molecule, and physical properties including melting, and boiling points etc., that they learned about each molecule. Incorporating two different purpose app technologies, method of instruction, and reflection piece to this assignment, used with my students would hopefully modify or even transform the learning process for the students in such new ways that without the use of or incorporation of technology into the assignment would not be possible or visually conceivable. Final instructions for the students would include asking them to submit their assignment to the designated folder within Showbie, and upon the return of these graded assignments, asking the students to consider selecting this work to include in their individual portfolio area within Showbie.
In Conclusion
Technology is ever evolving and vastly becoming integrated into pretty much everything we do throughout our daily lives. Because technology is now integrated into our daily living, we are all coming to realize that some of the best occasions for optimal learning environments for problem-solving, critical thinking, and collaboration are happening under consistent and continuous activities where everyone has technology tools in one form or another within the palm of their hands. It is important now, more than ever that we all become familiar with, gain knowledge about, and use a wide variety of creativity tools, because as opposed to learning environments of years past, where in academic environments getting “good grades” (if you will), were the priority. Now, there is an evolving focus of advancing, and excelling in academic endeavors, as well as in establishing a good job and career, a shift in perspectives of obtaining greater importance and focus towards having knowledge, experiences, and skills in being creative, using creative technology tools, as well as collaborating with others as an indicator for doing well, achieving more academically and in the workforce too. Change is an inevitable constant, with the importance of focus on developing the ability of learners to adapt to these fast-paced changes using creativity tools along with critical thinking, and problem-solving skills will be vital for everyone to keep up with our rapidly shifting world we live in and share.
Creative technology tools necessitate exchanges and connections that other tools do not offer or require. In addition, these tools, resources, and platforms allow life wide and lifelong learners the ability to delve into their individual abilities and capabilities. These newer and modern advances in educational technologies like the many creative tools including some of those I have briefly touched on above, offer learners more meaningful opportunities to identify creative sides to themselves as individual learners in ways that prior learning environments or limited numbers/uses of tools did not, and could not provide. It is with the use of creativity tools throughout ones learning in life, that we are now able to solve today’s world hurdles we all encounter each day, through deeper, more meaningful, connections, and collaborations by everyone.
As technology has evolved from my early-life, antiquated methods of instructions, teaching objectives, tools, and resources throughout my lifelong journey of learning, I have discovered that there are not very many technology tools that I have explored, used, worked with, or assisted others in, including those creativity tools that I was charged with tech-playing and learning about this past week, that I would not want to work with, use, or assist others in the use of for whatever the purpose. In fact, at this moment, I cannot recall any of the many creativity tools, that I play tested this week (many were not even commented on for this assignment despite in-depth explorations) where I had a specific dislike for, as a personal or professional user, or that I would not mind assisting my students with to use, and work with moving forward. If there were any creative tool that I did not like personally that would come to mind in the future however, I wouldn’t necessarily prevent my students from using those tools anyway, because every person is his/her own unique individual, and I would not want to discourage my students from exploring and using technology tools that they may personally and individually learn best from, benefit, and even excel in using through their learning experiences. I would consider each technology tool, as well as my group of learners before deciding what was optimal for my students and me, their teacher at that time.