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Great idea to put first as easy to reference back to! Thanks Amy for the great idea!

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Future of Testing in Education: Artificial Intelligence

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Future of Testing in Education: Artificial Intelligence

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Future of Testing in Education: Artificial Intelligence

A student works on a computer at Freedom Preparatory Academy in Provo, Utah, on February 10, 2021. (Getty/George Frey)

This series is about the future of testing in America's schools.

Part one of the series presents a theory of action that assessments should play in schools. Part two-this issue brief-reviews advancements in technology, with a focus on artificial intelligence that can powerfully drive learning in real time. And the third part looks at assessment designs that can improve large-scale standardized tests.

Despite the often-negative discussion about testing in schools, assessments are a necessary and useful tool in the teaching and learning process.¹ This is especially true when it comes to diagnostic and formative assessments, which give teachers real-time direction for what students need to learn to master course content. It is this space where the advancements of technology can particularly benefit teaching and learning, as there is growing recognition in the field of psychology that tests help students learn. Sometimes called the testing effect, this theory suggests that low-stakes quizzes help students gain knowledge-and improve instruction.²

Advancements in technology have led to new developments in the field, such as stealth assessments, that reduce some of the stress students may experience around assessments. This approach makes testing more ubiquitous and useful for teachers because the methods are woven into the fabric of learning and are invisible to students.³

But to get to a place where all teachers have access to such tests, there needs to be greater investment in testing research and development that results in better systems of diagnostic and formative assessments. This issue brief reviews developments in artificial intelligence (AI) and the types of advancements in diagnostic and formative testing it makes possible. This issue brief ends with recommendations for how the federal government can invest in testing research and development.

What is artificial intelligence in education?

At its most basic level, AI is the process of using computers and machines to mimic human perception, decision-making, and other processes to complete a task. Put differently, AI is when machines engage in high-level pattern-matching and learning in the process.

There are a number of different ways to understand the nature of AI. Two types of assessment include rules-based and machine learning-based AI. The former uses decision-making rules to produce a recommendation or a solution. In this sense, it is the most basic form. An example of this kind of system includes an intelligent tutoring system (ITS), which can provide granular and specific feedback to students.⁴

Machine learning-based AI is more powerful since the machines can actually learn and become better over time, particularly as they engage with large, multilayered datasets. In the case of education, machine learning-based AI tools can be used for a variety of tasks such as monitoring student activity and creating models that accurately predict student outcomes. While machine learning-based AI is still in its infancy, the approach has already shown impressive results when it comes to complex solutions not governed by rules, such as scoring students' written responses or analyzing large, complex datasets.

Within AI, there are other important distinctions, largely based on the technological use cases. One subfield revolves around natural language processing, which is the use of machines to understand text. Technology such as automated essay scoring uses natural language processing to grade written essays. Also important within AI are recommender and other prediction systems that engage in data-driven forecasting. For example, Netflix currently uses an AI-based recommender system to suggest new films to its users.

Vision-based AI is also an important field that can help with assessment. A number of assessment groups have used optical systems to grade students' work. Instead of a teacher grading a math equation that a student wrote, for example, the teacher can snap a picture of the equation, and a machine will grade it. Finally, there are AI systems based on voice recognition. These systems are the backbone of tools such as Siri and Alexa, and experts have been exploring ways to use voice-based AI to diagnose reading and other academic issues.

Despite the innovation that AI supports in assessment, concerns around bias may prevent some of these designs from seeing the light of day. This issue brief will discuss those concerns.

Who is using AI?

Uses of AI in education expand beyond student assessments and into other tools to support student learning, often using built-in stealth assessments that students do not even recognize as a test.

For example, researchers at Carnegie Mellon University's Human-Computer Interaction Institute developed new ways to use rules-based AI through intelligent tutoring systems.⁵ Their method allows students and teachers to create tutors by entering problems and showing the ITS how to solve them. Once learned, the computer applies the solution; if incorrect, the human can fix it. Thereafter, the computer continues to build the rules, making the machine capable of applying solutions to other problems. This feature makes the tool much faster at building the tutoring system because humans no longer need to build the rules in the system. For example, a teacher can build a 30-minute lesson in about 30 minutes-all through a free tool.⁶ These systems are much more scalable than human-based tutoring, providing students with one-on-one support.

Today, the use of machine-based AI is already fairly widespread in education. For example, several testing companies, such as the Education Testing Service and Pearson, use natural language processing to score essays. Massive online open courses allowing unlimited participation through the web, run by companies such as Coursera and Udacity, have also integrated AI scoring to analyze essays within their courses. Most states also currently use natural language processing to score the essay portion of their yearly assessment.

Such technology can also be used to drive down the cost of assessment. Using a mix of machine learning and natural language processing, several experts such as Neil Heffernan at Worcester Polytechnic Institute are looking at ways to automatically generate new, high-quality test items around a body of knowledge. Heffernan calls the items "similar but not the same," and he argues that they are key in truly understanding if a student understands a domain.⁷ In some cases, experts believe that machines will soon be able to generate assessment questions that are personalized to a student's interests. For a student who loves baseball and is learning the concept of 5 plus 3, the machines might generate a problem about baseball (for example, "The batter hit five line drives and three homeruns. How many total hits did they have? "). These efforts on item generation also have the benefit of driving down the costs of assessment.

While natural language processing does not "understand" language in any technical sense, it can be used to evaluate the quality of essays in ways that make formative assessment much more powerful. For instance, most word processing and email programs use natural language processing to suggest greetings or specific words.⁸ Commercial products such as Grammarly also use natural language processing technology to act as a virtual writing assistant. These approaches are particularly important when it comes to improving formative assessment, and one of the authors of this issue brief has a forthcoming tool that will automatically evaluate a student summary of a reading assignment. Other organizations such as Revision Assistant and MIWrite also use natural language processing to evaluate the quality of argumentative essays.⁹

When it comes to recommender systems, one use case is credit transfer. Researcher Zachary Pardos has created recommender systems that help students transfer credits from community colleges to four-year colleges.¹⁰ Another use case is recommending instructional practices after an assessment. For instance, a recommender system would outline a specific instructional path for a student to take after an assessment. This is important given the often limited practical utility of many end-of-year state exams.

Such predictive systems, also known as early warning systems, can help track students who are in danger of weak academic performance. About half of public high schools and 90 percent of colleges use an early warning system to track student grades, attendance, and other factors to identify when students veer off track.¹¹ These systems are powerful because they can rely on other performance data-such as attendance-to predict student success, allowing counselors and other faculty to intervene early.

Artificial intelligence can help students learn better and faster when paired with high-quality learning materials and instruction.

Vision-based AI systems can also help with assessment and are being rolled out in a number of areas. Assessment groups such as Pearson have used optical systems to grade students' work, and some, such as the team at the education technology firm Bakpax, envision a world in which teachers use the camera on their cell phones to take a picture of a child's homework, which is then automatically graded.¹² Finally, there are AI systems based on voice. These systems are the backbone of tools such as Siri and Alexa, and experts such as John Gabrieli, a neuroscientist at the Massachusetts Institute of Technology, and Yaacov Petscher, a professor at Florida State University, have been exploring ways for voice-based AI tools to be used to diagnose reading issues.¹³

The benefits and challenges of AI

Artificial intelligence can help students learn better and faster when paired with high-quality learning materials and instruction. AI systems can also help students get back on track faster by alerting teachers to problems the naked eye cannot see. In some cases, such as automated essay scoring, teachers and students do not directly experience the benefits of the tools. Rather, the state grades the exams in a faster, more efficient manner. In other cases, teachers are the direct beneficiaries. Scholars, such as Scott Crossley at Georgia State University, are experimenting with ways that natural language processing-based assessments can be embedded into writing programs so that teachers can get data reports on their students' writing quality.¹⁴

Despite these benefits, there are clear concerns. One major issue is around privacy. How do these tools protect user privacy? How do schools gain consent of both students and parents when introducing them? Should data that have been anonymized be shared with researchers and other external groups? Another issue is the value of social and emotional ties and the very human experience of education. Put simply, AI will not replace teachers.¹⁵ Experts also point to bias as a drawback of AI. Scores computed by machines will be based on the results of thousands of tests. But as noted in this issue brief, test results can more often reflect a lack of opportunity rather than lack of ability. Machine scoring will not be able to make these distinctions.

Defining bias in testing, AI, and big data

Bias occurs when student inputs are misinterpreted and, in turn, misevaluated and scored differently.

Bias in AI and big data comes in four forms:¹⁶

The incoming data contain built-in bias. That is, poor outcomes such as low scores may result from fewer opportunities for students to learn, rather than differences in ability.

Poor past performance predicts poor future performance. For example, students who performed poorly in the past will repeat it.

The use of AI breeds a lack confidence that the outcomes are fair. Since the incoming data can have biases, the outcomes may as well.¹⁷

The use of AI continues past inequities, and gaps in access to opportunities to achieve at high levels continue.

Given how fast computer programs operate, they can apply biases more quickly and efficiently than humans can.

Experts agree that bias in testing, AI, and big data will always exist. Therefore, eliminating bias may be the wrong goal. Instead, policymakers who oversee testing systems must ask themselves how much and what type of bias is tolerable, as well as how to ensure that bias does not disproportionately affect students based on race, ethnicity, income, disability, or English learner status.

How to reap the benefits of AI to improve testing

Three steps will get educators and students closer to reaping the benefits of AI and its uses in student assessments.

First, Congress must invest in research to better understand where and how bias occurs in testing. Test results should be fair and accurate reflections of what students know and can do against a common and fair measuring stick. But when test results consistently exhibit racial patterns-and do not reflect true differences between the groups-they are biased.¹⁸ Bias could occur in what is being measured or in how it is being measured and scored. Research can point to where in the testing process bias is occurring and help discover remedies.

Second, Congress should invest in the development of new kinds of technology-driven assessments. Given the size and scale of investment needed, this can only come from the federal government. Thus, Congress should provide additional funding to states for testing and related research and development on cutting-edge technology such as AI-based tools, learning games, and virtual reality. This could take the form of increased funding for the Grants for State Assessments and Related Activities program in the Every Student Succeeds Act. Congress should also increase funding of a little-known program called the Small Business Innovation Research program, which provides up to $1.1 million in individual grant awards to develop education-related learning technologies.¹⁹ Congress should also orient this program to have more of a focus on assessment strategies rather than general education technology.

Third, the federal government should invest in teacher professional development on the effective use of assessments. Teachers should be experts in creating their own assessments as well as in using the results of any assessments to customize learning supports for students. Countries such as Finland and Australia invest heavily in supporting teachers to effectively use assessments and could be a model for the United States to follow.²⁰

Conclusion

Well-designed formative assessments that take advantage of the latest advancements in technology can help students learn faster and better. These mechanisms are also a critical part of the teaching and learning process. From intelligent tutoring, stealth assessments, games, and virtual reality, mini-tests built by artificial intelligence can provide a wide variety of ways to use this technology to build engaging tools. To get there, the education system needs stronger investments in the research and development of new testing technologies that can provide teachers and students with the tools they need.
Laura Jimenez is the director of Standards and Accountability for K-12 Education at the Center for American Progress. Ulrich Boser is a senior fellow at the Center.

The authors would like to thank the following people for their advice in writing this issue brief:

Abby Javurek, Northwest Evaluation Association Alina Von Davier, Duolingo Ashley Eden, New Meridian Bethany Little, Education Counsel Edward Metz, Institute of Education Sciences Elda Garcia, National Association of Testing Professionals Jack Buckley, Robox and the American Institutes for Research James Pellegrino, University of Illinois at Chicago John Whitmer, Institute of Education Sciences Krasimir Staykov, Student Voice Kristopher John, New Meridian Laura Slover, Centerpoint Education Solutions Margaret Hor, Centerpoint Education Solutions Mark DeLoura, Games and Learning Inc. Mark Jutabha, WestEd Michael Rothman, independent consultant formerly of Eskolta School Research Design Michael Watson, New Classrooms Mohan Sivaloganathan, Our Turn Neil Heffernan, Worcester Polytechnic Institute Osonde Osoba, RAND Corporation Roxanne Garza, UnidosUS Sandi Jacobs, Sean Worley and Scott Palmer of Education Counsel Terra Wallin, The Education Trust Tim Langan, National Parents Union Vivett Dukes, National Parents Union

The positions of American Progress, and our policy experts, are independent, and the findings and conclusions presented are those of American Progress alone. A full list of supporters is available here. American Progress would like to acknowledge the many generous supporters who make our work possible.

Laura Jimenez

Director, Standards and Accountability

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Future of Testing in Education: Artificial Intelligence

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Future of Testing in Education: Artificial Intelligence Part one of the series presents a theory of action that assessments should play in schools. Part two-this issue brief-reviews advancements in technology, with a focus on artificial intelligence that can powerfully drive learning in real time.

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Prompt 2: Online/Hybrid, Digital Collaboration 

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Prompt 2: Online/Hybrid, Digital Collaboration 

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There is a need for Nation wide funding to get these across the board.

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An approach to defining and designing the right space for your school.

Photo Credit: Jennifer Cooper

Makerspaces, STEAM labs, and fab labs are popping up in schools across the country. Makerspaces provide hands-on, creative ways to encourage students to design, experiment, build and invent as they deeply engage in science, engineering and tinkering.

A makerspace is not solely a science lab, woodshop, computer lab or art room, but it may contain elements found in all of these familiar spaces. Therefore, it must be designed to accommodate a wide range of activities, tools and materials. Diversity and cross-pollination of activities are critical to the design, making and exploration process, and they are what set makerspaces and STEAM labs apart from single-use spaces. A possible range of activities might include:

Cardboard construction

Prototyping

Woodworking

Electronics

Robotics

Digital fabrication

Building bicycles and kinetic machines

Textiles and sewing

Designing a space to accommodate such a wide range of activities is a challenging process. Educators and administrators can help guide the process and generate the space that works best by researching, brainstorming and clearly articulating their needs, while keeping in mind inevitable changes in the future.

Some schools have chosen to incorporate makerspaces within multiple classroom spaces. This works well for many activities, particularly in elementary schools. As maker activities expand to require more tools, it makes more sense to create a dedicated makerspace that includes appropriate tools, work areas and materials. The following design approach focuses on creating dedicated makerspaces and STEAM labs.

Ask the Right Questions

Because of the constantly evolving activities that a makerspace accommodates, a flexible design is critical from the outset. Therefore, the first moves should be the right moves to result in a space that's as usable as possible. Project leads must ask critical inquiring questions to guide and inform the design process.

What range of subjects will be taught in the space? What types of activities and projects could be done there? Determine the needs and desires of all teachers in the school who will or could possibly use the space. Imagine what projects they might initiate with their students. Ideally a science, math, technology and/or art teacher would lead or participate in the brainstorming. The Makerspace Playbook is a helpful guide to envisioning the projects and activities that could happen in the makerspace. The new book Invent to Learn is a great resource for making, tinkering and engineering project ideas. The main point here is to clarify the types of activities that the space would ideally accommodate.

Which tools are most needed? Will digital fabrication tools such as CNC routers, laser cutters or 3D printers be included? Which materials will be used? The Makerspace Playbook and Makerspace's Tools & Materials PDF document are both very useful tools for addressing these questions. They provide detailed lists of the diverse tools and materials that you might consider. Many types of equipment have special requirements, including ventilation and other elements to ensure a safe working environment. The list of tools and materials will naturally grow as specific projects and programs generate new needs, so it's good to allow for flexibility and expansion. Depending on the projects and activities, the space required for materials and project storage can be significant.

Who are the kids that will be using the space? Will others use the space as well? Who is staffing and managing the space? Having a space that is functional for a range of ages is key in school settings. Additionally, the space might be used for maker activities outside of class time, such as clubs (like Young Makers groups) or parent groups, as makerspaces grow into popular community hubs. At some point, the school may hire a part- or full-time makerspace teacher. In fact, some see this as critical from the outset.

When will the space be used? Students will use the space during the school day, perhaps in a dedicated class time or with their teacher. Other opportunities may arise to maximize utility of the space after school or evenings and weekends. In this case, the design would need to accommodate access outside of school hours and for multiple users.

Where in the school or on the campus would be ideal? What considerations are important? To accommodate the need for access to materials and tools, it's useful for the space to be easily accessible by cars and trucks, ideally during school day. A location close to or including outdoor work areas allows for larger or messier projects. Access to plumbing and electricity are critical. The space should be located where noise won't disturb classroom learning. Given the need for flexibility, it's good to find a place where the space could expand in the future. Finally, the makerspace would be centrally located so that it can be accessible to students, and visible so that work can be seen.

How will it be built? Is a new or separate structure needed, and if so what type? What is the budget? Will the design and construction team be a combination of contractor and volunteers, all-volunteer or fully contracted?

If you're lucky, there is a large space, classroom or portable just waiting for a new use, and building out the interior will be the main project. If space is at a premium, however, a new structure, portable or shipping container could potentially provide the space or some portion of it. Knowing your budget range will help determine the best way to proceed and whether you'll be able to employ contractors or need volunteers for some of the work.

Going Forward

Answering these questions will allow schools to create a design program for their makerspace, defining the specific needs and requirements. Because makerspaces and the activities they accommodate can vary so much, the design program is one of the most critical steps in ensuring the space will be functional and well used. The school could work with designers or architects to articulate the best ways of meeting those needs. Visits to other makerspaces or labs can be valuable and insightful during this phase, as educators envision what their space could be. A subsequent blog post will provide more information about design patterns typically found in makerspaces.

Resources

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An approach to defining and designing the right space for your school. Photo Credit: Jennifer Cooper Makerspaces, STEAM labs, and fab labs are popping up in schools across the country. Makerspaces provide hands-on, creative ways to encourage students to design, experiment, build and invent as they deeply engage in science, engineering and tinkering.

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Great link for digital collaboration tools

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Great link for digital collaboration tools

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contributed by Nicholas Martino & TeachThought Staff

We are living in a digital age where students shuffle between learning apps and social and communication platforms constantly.

We can now communicate with anyone, anywhere, anytime through the simple click of a button, and it is our job as educators to leverage these collaborative tools in the classroom. Many schools are finding creative ways to incorporate blended learning in their curriculums, and THINK Global School, where I teach, is no different.

Due to our focus on blended learning and travel, it is imperative that we remain as paperless as possible. Technology can often make or break our experiences as we study in different countries around the world, so we must hit the ground running during our seven-week intensive country visits. And depending on how they are integrated into our teaching toolkits, the tools used for our blended learning units can either help or hinder our student learning experiences.

Like you, we've tested our fair share of tools in trying to make the digital collaboration process with our students as seamless as possible. Some have worked incredibly while others not so much. But there are five that we've ended up going back to time after time-tools that just make student collaboration online (and thus blended learning) that much easier.
Student-To-Student & School-To-School Digital Collaboration: 30 Of The Best Digital Collaboration Tools For Students 1. Dig social bookmarks? You'll love Diigo
Remember the old days when a librarian came carting books into your classroom for an upcoming report?

Imagine Diigo as a digital version of that librarian and the entire internet as her cart. Items in this cart, however, can be retained for as long as you like without the fear of overdue book fees. Diigo, which stands for 'Digest of Internet Information, Groups and Other stuff,' is a great social-bookmarking tool that helps students or classes capture relevant research articles on a given topic.

By offering mobile versions via Android and iOS and add-ons downloadable for Firefox and Chrome, Diigo can be accessed anywhere, anytime-perfect for lessons in the classroom and those that extend out into the field.

See also 12 Of The Best Bookmarking Tools For Teachers
How We Use Diigo
This tool has become a crucial part of our school's approach to managing project-based learning resources. Since we are constantly on-the-move, a few books, let alone entire physical libraries, are impossible for us to reasonably transport. Diigo eliminates that concern, and helps our students curate and build an ever-growing library of bookmarks for our modules year after year.

Countries and specific place- and project-based modules have their own groups for students to contribute to and annotate resources. When a guest speaker visits, we can quickly create a research group to curate a list of resources so that our entire student body is informed and attentive before the speaker arrives.
2. Tap into your students' love of video with Flipgrid
FlipGrid is a video tool that is meant to encourage discussion and engagement. These short video-logs allow students to share ideas and opinions in a fun and hands-on way, as video submissions are often more enticing to students than a written response (this is especially true for teachers of ESL learners, who sometimes get anxiety about their written work.)

FlipGrid provides another approach for long-distance collaboration: The time limits are an added challenge to students who sometimes struggle with brevity. It's important to note that the free version offers limited features, while the paid version features offer full student collaboration and video conversation.
How We Use FlipGrid
In our Economics and eCommerce module, students use FlipGrid to summarize, discuss and review two different resources for the project-based learning module. In the module, students learn social entrepreneurship and e-commerce by developing a web store to support rural artisans.

Before their arrival in India, students researched the stories behind successful brands and shared them in a 'grid.' In the 'grid,' students use rhetorical devices to compete with their classmates to pitch the story of the brand they selected. This early application of rhetoric devices develops throughout the module before students present a business pitch to a panel of potential investors.
3. Collectively annotate YouTube videos with VideoAnt
As a former history and anthropology teacher, I was thrilled to stumble across VideoAnt. In the past, my students would laugh at the number of times I would pause a video to ask a question or interject a counterpoint. Now, instead of just showing a YouTube video, you can annotate YouTube videos to maximize efficiency and learning.

Students and teachers can add comments to video 'Ants,' adding all sorts of untapped academic potential. Students can point out bias, critique video style, and ask probing and clarifying questions, just to name a few uses.

Also, if any coaches are reading this, this makes for an excellent review tool when analyzing practice drills, pre-game scouting, and game film breakdowns.
How We Use VideoAnt
In our Zero to Infinity module, students carved up an hour-long documentary about mathematics titled "The Story of One." Educators annotate certain times with questions for reflection and short answers, while students annotate with different follow-up questions, and clarifying comments.

Due to our students' geographic diversity, there can be large gaps in their understanding of mathematics. This tool helps educators gain more insight into the student math experience before starting the module.
4. Create & Collaborate Anywhere in the World with Padlet
Padlet allows for creative collaboration using a range of different mixed media sources.

In real-time or across time zones, students can contribute videos, images, comments on a virtual corkboard. Each student can comment or reply to the work of another student or add a new strand on the topic that is introduced.
How We Use Padlet
During our ongoing "Water and Sustainability" module, students are using Padlet to document their experiences with data collection and the use of statistics in their daily life. They are sharing passions, applications, and websites to help each other realize the everyday benefits of understandings statistics. These include a range of topics such as distance running, gardening, vegetarian nutrition, and sleep maintenance.

By learning about each other, they are in turn gaining a deeper understanding of the wide range of applications of statistics.
25 More Of The Best Digital Collaboration Tools For Students
5. Skype: Video chat, text chat, etc.

6. Zoom: Live stream video and video chat

7. Google Drive: Collaborate on multimedia projects, share files, collaborate on documents, etc.

8. WeTransfer: Transfer files of almost any size with WeTransfer. Google Drive and Microsoft OneDrive (9) are decent alternatives.

10. Scribblar: Online collaborative whiteboarding. Also consider 'Explain Everything.'

11. Microsoft Translator: Translate languages via text, voice, or photograph to more easily communicate in other languages. Also, consider Google Translate (12)

12. Twitch: Stream games for game-based learning. Channels, chat, and more.

13. Pear Deck: According to the developer, Pear Desk is a tool for Google Slide presentations and templates that allows you to transform "presentations into classroom conversations with an array of interactive and formative assessment questions."

14. Kahoot: Game-based learning and content reinforcement through competition and collaboration

15. Drawp: According to the developer, Drawp is "a K-12 platform for creation, collaboration, content, and workflow management" Also consider (16) learning journal.

17. Minecraft for Education: Students can work together to explore ecosystems, solve problems through design, architecture, etc. See also teaching with Strategies To Teach Like Minecraft.

18. Voicethread: Content-based conversations about selected media through 'threads'

See also 10 tips for using Voicethread in your classroom.

19. Explain Everything: Similar in function to Voicethread but focused on students visually demonstrating knowledge rather than through voice.

See also Free Explain Everything lesson ideas.

20. GooseChaseEdu: Online scavenger hunts. for team-building and content reinforcement.

21. Microsoft Teams: A digital hub likely best-suited for project-based learning support. Also consider Slack (22) Redbooth (23) or Trello (24).

25. Spiral: A formative assessment tool with video, group and quiz exercises, completed in class or at home, collaborative review, etc.

26. Piazza: A free, K-12+ Q&A platform

Also consider Quora (27) or reddit (28).

29. Peergrade: According to the developer, Peergrade is a "free online platform to facilitate peer feedback sessions with students."

30. Playposit: According to the developer, Playposit is "an online learning environment to create and share interactive video lessons. Teachers begin with any online video (screencasts, Khan Academy, TED, etc.) and transform what is traditionally passive content into an active experience for students, with time-embedded activities."

Tip: Most tools are either for 'school' or 'not school.' That means tools like Seesaw and Explain Everything are made for school and tools like Quora and reddit aren't. Obviously, school-friendly tools have many benefits (e.g., data privacy) but drawbacks as well (e.g., lack of authentic content). When using 'not made expressly for school' tools, try to leverage its strengths while minimizing its pitfalls.

See Also A Guide To Finding Digital Books: 20+ Free Online Libraries
Conclusion
While the TGS Changemaker Curriculum is unique in its approach to blended and field learning, any institution can adapt these tools for their personal teaching methods. Portable, user-friendly and effective, these tools can and will help anyone, anywhere, as they make content more fun for students to digest.

Absences are a daily occurrence at any school, but these tools can ease the burden on both the teacher and the student by keeping them informed and engaged regarding the day's lesson plan. Teachers who flip their classrooms (here are 54 tools for a flipped classroom) can also use these tools to ensure students collaborate productively from home.

With the application of any new tech in the classroom, it is important to remember that web tools do not replace sound pedagogy. When adding these to your toolkit, treat them as learning supplements, not as a magic wand for better teaching.
Follow @maats_defenders for more on education 30 Of The Best Digital Collaboration Tools For Students

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30 Of The Best Digital Collaboration Tools For Students

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What are the best online student collaboration tools? That depends on the nature of the digital collaboration.

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Remote/hybrid learning in Arts Education

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Remote/hybrid learning in Arts Education

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Teaching the Arts in Remote or Hybrid Learning Environments

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Teaching the Arts in Remote or Hybrid Learning Environments

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Prompt 3: Using dance to teach coding :-)

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Prompt 3: Using dance to teach coding :-)

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Teachers pay teachers, lesson for coding. Dancing through code.

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Teachers pay teachers, lesson for coding. Dancing through code.

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Hour of Code is coming up in December and what better way to teach students about coding then through getting them to code their own dances or brain breaks! This includes both plugged in or unplugged activities!

This zip file includes:
-1 Lesson Plan
-31 slide coding presentation in both PowerPoint or GoogleSlides
-14 page PDF Unplugged activity that allows students to cut and paste their own coding dances on construction paper
-7 slide GoogleSlides Plugged-in activity that allows students to click and drag coding blocks to make their own coding dances

Being the lesson by starting with the presentation "Coding Our Class to Dance". Describe coding and explain the new term algorithm using the first two slides. Then have students go through each of the five rounds of dances moves on the slides. After each round, discuss how the rounds were similar or different. Once you get to round 4, have students examine the shape of the code blocks and make the connection to puzzle pieces. In round 5 show students how the code blocks can fit together like puzzle pieces and emphasize how they are connected and in a line reading from top to bottom. Then practice reading more code by trying the last three dances on slides 29-31!

Then choose between the unplugged or plugged-in activity!

To complete the UNPLUGGED activity:
Pair students up. Student pairs will then create their own dances by cutting out coding blocks and sequencing them on their construction paper before gluing. Once student pairs code dances are complete, they are to switch their code with another pair to try other dances and practice reading code.

To compete PLUGGEDIN activity:
Using Google slides, students will first open and save their file to their drive. Students read the directions on slides 2-5 and then begin working on creating their own code. Students should click on "Code Creator" on slide 6 or 7 to add their name to the project. Next, students choose and click on a code box on the right hand side. Then drag it onto the slide to begin coding their dance. Continue adding dance moves until their dance is complete. They can print them or save and share them with other students to practice reading code. When you purchase this product, you will be given access to a link that will allow you to open the file in Google Slides. You'll then share that file with your students. Students will be asked to "drag and drop" movable code blocks to write their own dance codes.

Ten coding dance blocks are included: hop, stomp, hands up, hands on head, hands on hips, hands on shoulders, sway left, sway right, clap, touch toes

**When using Google Slides...You'll need an internet connection, a laptop or tablet, and a Google account. Note: if you're using a tablet, you will need to open Google Slides in the app, rather than the browser.

Please feel free to ask any questions before purchasing this product!
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STEAM (STEM) Poster Set: Engineering Process and Innovator 21st Century Skills

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Hour of Code: Coding Dances for Brain Breaks (Unplugged or Plugged Versions)

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Hour of Code is coming up in December and what better way to teach students about coding then through getting them to code their own dances or brain breaks! This includes both plugged in or unplugged activities! This zip file includes: -1 Lesson Plan -31 slide coding presentation in both PowerPoint...

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Lesson incorporating dance to teach coding

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Lesson incorporating dance to teach coding

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Youtube video explaining Code.org dance party 

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Youtube video explaining Code.org dance party 

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Curriculum for coding in grades 6-8, ALL SUBJECTS

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Curriculum for coding in grades 6-8, ALL SUBJECTS

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Our curriculum is available at no cost for anyone, anywhere to teach. You can read more about our curriculum values here.

Computer Science Discoveries is an introductory course for 6 - 10th grade students that can be flexibly taught as a single semester, two semesters over multiple years, or as a full year course. Mapped to CSTA standards, the course takes a wide lens on computer science by covering topics such as problem solving, programming, physical computing, user-centered design, and data, while inspiring students as they build their own websites, apps, games, and physical computing devices.

Learn about CS Discoveries Learn about professional learning

For a lightweight option that can be integrated as a unit in an existing technology or programming class, or as an after-school program, Code.org offers the 30-hour Express Course. This course covers all the core concepts from the elementary school curriculum Computer Science Fundamentals, but at an accelerated pace designed for students ages 10 - 18.
Learn about CS Fundamentals Express
Code.org has partnered with the award-winning Project GUTS (Growing Up Thinking Scientifically) to help science teachers introduce computer science as a tool to teach modeling and simulation. This curriculum teaches computer science practices and concepts in the context of life, physical and earth sciences. CS in Science is based on a crosswalk identifying areas of overlap between the NGSS and Computer Science Teachers Association K-12 Computer Science Standards.
Learn about CS in Science
Code.org has partnered with Bootstrap to adapt their algebra-aligned curriculum to a block based course that teaches algebraic and geometric concepts through computer programming. The lessons focus on concepts like order of operations, the Cartesian plane, function composition and definition, and solving word problems - all within the context of video game design.
Learn about CS in Algebra
Are you interested in a few lessons to demonstrate how computer science can be used in another subject area? Partners have created introductory tutorials as part of the Hour of Code. These activities are an ideal for math, history, or other subject-area teachers interested in supplementing their curriculum and allowing students explore the cross disciplinary aspects of computer science. Activites are available for science, math, social studies, language arts, and art/media/music classes.

If you want to go even further with your students, or you're looking for other options, check out our recommended third party resources for additional courses in programming, game design, and more!

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Our curriculum is available at no cost for anyone, anywhere to teach. You can read more about our curriculum values here. Computer Science Discoveries is an introductory course for 6 - 10th grade students that can be flexibly taught as a single semester, two semesters over multiple years, or as a full year course.

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Virtual and Augmented reality has become a new stepping stone in education. They increase student engagement and aid the teachers in cultivating students’ interest in certain subjects via the factor of immersion into an alternative reality. While the two forms of immersive technology are great, which one will dominate the education sector down the line?

VR and AR application in the education sector is not a new phenomenon. There have been a few cases going back to as early as the 2000s, where AR was introduced and has proven to be a handy tool in supporting students’ engagement and learning of certain subjects such as literature. However, the hardware AR technology, as well as the internet, were not as advanced as they are now, yet teaching institutions found a way to utilise the tools and technology they had available.

According to a study by M. Billinghurst and A. Dünser (2012), AR and education have been collaborating even before the 2000s. The paper explores an example of the complementary use of AR in teaching storytelling. Students aged 10 to 14 were shown an AR book version of ‘Giant Jimmy Jones’ by Gavin Bishop. Virtual scenes were overlaid over paper pages, and the experience was enhanced by audio effects, including a soundtrack of the author reading a book. “Teachers then taught the students about narrative, storytelling, graphic design, 3D modelling, and animation using a mixture of whiteboard lessons, print material, and digital technology” (M. Billinghurst and A. Dünser, 2012:44).

Over the course of the experiment, the teachers were highly impressed by how AR technology-enhanced learning in a wide range of aspects. One teacher noted that “[the augmented book technology] provides a multisensory approach to learning that links text, image, sound, and movement and is a highly motivational communication format” (M. Billinghurst and A. Dünser, 2012:45).

The Education sector has been using the same tools and technology for the last decade. The teachers are now finding it difficult to engage and create captivating lessons with only a blackboard and a piece of chalk for a new generation of students of whom 84% own a smartphone (the US data).

This is where VR and AR come to the rescue by providing three main components needed to grip pupils during lessons:

Be engaging and compelling

Be intuitive

Be anchored

The XR technology is slowly becoming a pedagogical medium via its key features of immersion and interactivity. Hence, it is highly engaging and compelling. However, schools are slow to adopt XR in their curriculums due to the costs associated with it. Potential tangible costs include the price of the hardware or a ready-made solution, training sessions for teachers as well as intangible costs such as time.

Still, the accessibility and technological factors between AR and VR make one technology superior to the other.

VR technology requires ownership of the hardware. An Oculus Quest, for instance, is quite costly, especially for parents who would need to invest in the device for their 12-year-old. These people can be hard to convince. Yet, VR can still be used in higher education settings. For example, in medical universities, to practice a surgical procedure or to better the knowledge of students about the nuclear fusion reaction. Even though VR technology is a great tool for educational purposes, it remains a huge investment and compatible instruments are just beginning to thrive.

On the other hand, AR technology only requires a tablet or smartphone for it to be used. It can help to catalyse the introduction of XR technology to the education sector around the world by implementing the ‘bring your own device’ policy. With a few, clicks students can superimpose a virtual object into the real world and interact with it while being grounded to reality. It is clear that AR does not provide the same level of immersion as VR does, but for entry-level education, and certain subjects, it can increase engagement and concentration levels, hence the key goal of education.

Both technologies are breathtaking and serve as great tools for educational purposes. Since we are now living in the third boom of Spatial Computing Technology, VR and AR technologies are becoming more accessible and widely understood.

XR is becoming a new medium for communication and learning. Information diffusion has changed people’s curiosity and needs when interacting with information. Would you rather read about DNA or interact with DNA?

Feature image created by pikisuperstar at freepik.com

About the author:

Oussema Djemaa just at the age of 26 years old, he is the co-founder and COO with his co-founder Mohamed Khedher the CEO of Onism XR, both believe in the democratization of XR technology.
Onism XR is made of a team dedicated in bringing XR technology to its fullest potential. From our personal experiences we have seen the lacks the industry has, and with Onism XR our mission is to create a solution that will help the industry get more accessibility and thrive.

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Oussema Djemaa | Co-Founder | OnismXR 12 Mar 2021 | 3 min read

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While the two forms of immersive technology (AR and VR) are great, which one will dominate the education sector down the line?

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Barnard College has a nationally recognized Department of Dance, and library administrators in collaboration with faculty piloted media and digital tools for dance research, performance, and composition. This presentation will highlight case studies on using AR/VR and how it can offer innovative methods of instruction in the performing arts. Jennifer Brown will also discuss and highlight Barnard's Design Center.

Melanie Hibbert is the Director of Instructional Media and Technology and the Media Center at Barnard College.  She has a doctorate in education from Columbia University, and has worked extensively around education, media production, and learning from technology.

Jennifer Brown is the Design & Technologies Librarian at Barnard Library’s Design Center. Her librarianship is driven by critical frameworks like design justice and speculative futuring, both of which encourage embedding equity and inclusion throughout one's design process.  She holds an M.S. in Information from the University of Michigan and a B.A. in Media Studies from the University of California, Berkeley.

MCTL's Design Center - Jennifer Brown

MCTL's Design Center is a makerspace and design studio located at Milstein Center at Barnard College

Studio offers open studio hours, 1-on-1 consultations, and workshops

Includes a safety orientation and community agreement

Curriculum integrations are possible

What's Next for the Design Center?

Project grants

Artist/hacker in residence

Staff growth

Dance Magic Dance & 360/VR Video Dance Pilot - Melanie Hibbert

Ricoh Theta 360 cameras recorded various genres of dance

Feedback

Choreographer had new insights from footage

Affordable

Ability for learning dance, inclusivity

Drawbacks: motion sickness, isolation

Barnard Augmented App

Site specific dance composition course

App scanned archival image and user sees site specific dancing on phone

Feedback

Ability to link archives, called attention to locations, link inaccessible cultural heritage

Drawbacks - how to choreograph for iPhone, it's resource-intensive

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Dance Magic Dance: AR/VR in Performing Arts with Barnard College

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Barnard College has a nationally recognized Department of Dance, and library administrators in collaboration with faculty piloted media and digital tools for dance research, performance, and composition. This presentation will highlight case studies on using AR/VR and how it can offer innovative methods of instruction in the performing arts.

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Columbia University case study of AR video in Performing Arts

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Columbia University case study of AR video in Performing Arts

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Full citation: Hibbert, M., Christa, G., Seeley, A., & Lee, A. (2018). Dance magic dance: A case study of AR/360 video and the Performing Arts. In C. Elliot, M. Rose, and J. van Arnhem (Eds.), Library Go: Augmented Reality in Libraries. Lanham, MD: Rowman & Littlefield.

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Dance magic dance: A case study of AR/360 video and the Performing Arts

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Barnard College has a nationally recognized dance department, and library administrators in collaboration with faculty piloted media and digital tools for dance research, performance, and composition. This chapter highlights three projects: the use of an augmented reality (AR) app, VR/360 video, and long-exposure LED photography as it relates to dance education and the performing arts at Barnard College, Columbia University.

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Virtual Reality Dance Training System Using Motion Capture Technology 

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Virtual Reality Dance Training System Using Motion Capture Technology 

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Forbes 10 Best Examples of AR & VR in Education

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Forbes 10 Best Examples of AR & VR in Education

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Extended reality (XR for short) - which encompasses virtual reality, augmented reality and mixed reality - uses technology to create more immersive digital experiences.In my latest book, Extended Reality In Practice, I look at a variety of sectors where XR is being used, and one of my favorite sectors is in the world of education.

In this post, I'm going to give you my ten favorite examples of how educators and researchers are using augmented and virtual reality to help students learn and engage in the classroom and beyond.

10 inspiring examples of how XR technology (augmented, mixed, and virtual reality) is being used in ... [+]
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1.Bringing science concepts to life with augmented reality.We can now use augmented reality to create a tornado, then bring the funnel right into the classroom so students can experience these destructive storms close up. Or students can take an AR tour of a beehive to see its inner workings and explore how the bees work together to support the community.

2. The SkyView app allows students to explore the universe using AR overlays of the night sky. With SkyView, anyone can point their mobile device upward to identify stars, constellations, planets, and even satellites.

3. I don't know about you, but when I was in school, we had to dissect frogs in biology class to learn about the inner organs of animals. That process was disgusting for us, and was pretty awful for the frogs, too! Now the Froggipedia app allows students to explore the internal organs of a frog via the app's AR technology.

4. Microsoft HoloLens has developed a way for medical students and clinicians to learn about the human body using mixed reality. Students can flow through the bloodstream, isolate, enlarge, and even walk inside the components of the human body to not only understand anatomy but learn how to treat different medical conditions.

5. Produced for the BBC by Immersive VR Education, 1943 Berlin Blitz in 360° uses real-life footage from a nighttime raid of Nazi Germany to help students understand what it was like to live through a significant historical event.

6. Most teachers can't take their students to Base Camp at Mount Everest or take them to visit the Louvre, but they can do both of these things with a series of highly immersive school trips with Google Expeditions.

7. If you've ever wished you could practice a speech in front of a virtual audience before walking out on a real stage, you can now put on your virtual reality goggles and do just that. VirtualSpeech helps you improve your public speaking skills with immersive, realistic virtual reality simulations.

8. Steam's VR Museum of Fine Art allows users to view world-class paintings and sculptures up close - including the Mona Lisa - without fighting with crowds or protective glass.

9. Training companies can also use extended reality in professional situations. Police departments are now using VR to train officers to deal with riots or arrest people in specific situations in an effort to make streets safer for citizens and officers alike.

10. Learning languages can feel very theoretical when you're reading books, but virtual reality educational software companies like Mondly can provide an immersive language-learning experience without having to travel to a foreign country. In Mondly's VR worlds, you can have real conversations with real people, making your language learning more powerful and more likely to stick.

Hopefully, these great examples get you excited about the possibilities of using augmented and virtual reality in education.

To get more examples of how XR is being used in many sectors today, check out my latest book, Extended Reality in Practice: 100+ Amazing Ways Virtual, Augmented, and Mixed Reality Are Changing Business and Society.

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10 Best Examples Of VR And AR In Education

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Extended reality (XR for short) - which encompasses virtual reality, augmented reality and mixed reality - uses technology to create more immersive digital experiences.In my latest book, Extended Reality In Practice, I look at a variety of sectors where XR is being used, and one of my favorite sectors is in the world of education.

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Edutopia 6 Free Resources for Virtual Field Trips

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Edutopia 6 Free Resources for Virtual Field Trips

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How can you take students around the world without moving very far? If you haven't yet, it's worth trying virtual field trips and excursions. Now more than ever, these resources allow students to experience spaces they might not otherwise get to see, and there are many ways to introduce them to students as they explore a topic.

Virtual field trips can help students explore a new space, build vocabulary and background knowledge, and expand their world view. Whether you want to explore the setting of a novel, introduce a place-based math problem, or make connections to current events, virtual field trips can expand upon traditional lessons in many ways. One of the reasons I love them so much is that they allow students to view a space that piques their curiosity and provides context for their learning.

The term virtual field trip can be used to describe not just 360 degree photos and videos but also the live interactions and video conferences you might set up with a subject matter expert like an author or museum docent. Flipgrid (one of my favorite tools) hosts a handful of these types of virtual field trips.

6 Ways to Set Up Virtual Field Trips

The list of free virtual field trip resources here is adapted from my ISTE Live presentation in December 2020. Students can access these resources without logging into a new website-teachers can post the link to a 360 degree panoramic image or interactive experience in a platform students already use, making it easy for them to access in both traditional classroom settings and at home.

1. AirPano: This site includes 360 degree videos and images from around the world. You aren't required to create an account-you can just jump in and start searching. When you're ready to share with students, there is a link you can copy and paste or an embed option if you're adding a widget to a site of resources. If you're looking for international locations, AirPano is a great choice for exploring outdoor spaces, including Machu Picchu in the daytime, or the northern lights at night.

2. Google Maps Treks: In combination with Google Maps and Earth, Treks organizes content in an easy-to-navigate way. There are Treks for places around the globe, including the U.S. and Canada, Egypt, Nepal, and India. Each one has information and videos for students to explore.

3. National Geographic: National Geographic's YouTube channel transports students all over the world to learn about different cultures, foods, animals, and more. Have students press play on the video, and as the video begins, they can use their cursor or trackpad to spin the video in different directions. They can tap on one part of the screen to move the video back and forth as they learn about a new place.

4. Nearpod: Known as an interactive presentation tool, Nearpod has virtual reality content built into its platform in the form of 360 degree panoramic views, which can be used as a great pre-reading strategy to introduce a new book or spark discussion about a social studies or science topic. To use these interactive experiences with your students, insert them into any Nearpod lesson in the same way you would add a slide or poll. (Please note: Nearpod also offers a paid plan with additional amenities.)

5. 360Cities: This collection of stock 360 degree images has lots of user-uploaded resources. There is a special school version that allows you to introduce students to more dynamic learning experiences; it has features such as a guided tour creator.

6. Google Arts and Culture: This tool has a variety of high-quality content, including interactive views that let students walk through notable spaces such as museums and explore examples of beautiful architecture like the Alhambra in Spain. You can let students know that this resource is mobile-responsive in addition to working on a web browser-they can access the content on a smartphone or tablet, or their Chromebook or laptop.

Engaging Students With Guided Questions

Set a purpose for students as they explore these resources by using prompts to guide their excursions. Potential prompts include:

What do you think the weather is like in this place?

How do you think someone captured this moment?

What might be missing from this shot?

I've put together more prompts here.

If building student vocabulary is a primary goal of introducing virtual field trips to your students, you can point out different objects in the panoramic views or ask students to find certain features. For example, imagine students are learning about geological features and you take them on a virtual field trip to Hawaiʻi Volcanoes National Park. Together you can discuss vocabulary like crater, steam vent, and igneous rocks.

When sharing with students, include a prompt or question and post the link and task into a space they already have access to, such as Google Classroom, Seesaw, or Schoology. If you're sharing a list of resources for students, colleagues, or families that includes some of these virtual excursions, you might curate a list of favorites using a tool like Google Sites, Spark Page, or Microsoft Sway.

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6 Free Resources for Virtual Field Trips

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How can you take students around the world without moving very far? If you haven't yet, it's worth trying virtual field trips and excursions. Now more than ever, these resources allow students to experience spaces they might not otherwise get to see, and there are many ways to introduce them to students as they explore a topic.

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One of my favorite resources is Edpuzzle.

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One of my favorite resources is Edpuzzle.

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Edpuzzle can be used as a website or app. Teachers can create any youtube or video into a customized lesson with real-time feedback. This promotes students engagement by prompting students to answer questions. Over 50% of US Schools use Edpuzzle. I have attached a mind map I created for the features of Edpuzzle. Some features I love are built-in assessments and pre-made community content that you can filter by grade and subject. It is one of the few resources that I have seen that includes dance. Use the links to see videos on each feature. I will also attach a screencast.

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EdPuzzle Connect2Learn Conference

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What is Edpuzzle and how does it work? from Tech Learning

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What is Edpuzzle and how does it work? from Tech Learning

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Edpuzzle is a digital tool that helps educators take advantage of the myriad quality videos online, as well as make their own, to use in teaching. Crucially, this makes editing and creating interactivity for students an easy process.

Teachers can edit videos from YouTube and more, screen record their own, and build in assessments based on that content. Thanks to a wealth of content, including curriculum-specific videos, this is ideal for teaching. Plus, since it's built for in-school use, it will allow for appropriate video watching that might otherwise be blocked by the school connection.

Edpuzzle makes students accountable with instant feedback options and lays that all out for educators, using straight-forward but helpful analytics. So could interactive video lessons be the future for your class? Read on to find out all you need to know about Edpuzzle.

What is Edpuzzle?

Edpuzzle is an online tool that allows teachers to pull in personal and web-based videos, such as YouTube, to be cropped and used with other content. This can mean adding in voice overs, audio commentaries, extra resources, or even embedded assessment questions.

Crucially, it's possible for teachers to use Edpuzzle to see how students engage with the video content. This feedback can be useful for grading sense and as a way to get a picture of how that student chooses to interact with certain tasks.

(Image credit: Edpuzzle)

Edpuzzle allows teachers to share their work so there are plenty of ready-made projects available for use or adaptation as needed. It's also possible to export work to collaborate with other classes, for example.

Video content can be found in a variety of ways from the likes of YouTube, TED, Vimeo, and Khan Academy. You can also select videos from a curriculum library sectionalized by content type. Teachers and students can also create their own videos to be used in the Edpuzzle project. At time of publishing, only one video can be used at a time, as combinations are not possible.

Personalized Learning Certifications are also available for both students and teachers that can be used to earn continuing education units. For students, it can mean earned credits toward a project-type learning initiative.

How does Edpuzzle work?

Edpuzzle lets you setup an account to create a space in which videos can be edited. You can then select from a host of sources to draw in videos to be edited. Once you've found a video, you can go through it, adding questions along the way at relevant points. Then all that's left to do is assign it to the class.

Teachers can then check student progress in real time as they work through the given videos and their tasks throughout.

(Image credit: Edpuzzle)

Live Mode is a feature that allows teachers to project a video of the feed that will appear to all students in an open class. Simply select a video, assign it to the class, then pick "Go live!" This will then display the video on each student's computer as well as through the teacher's projector in the classroom.

Questions appear on the students' screens as well as the projector. The number of students who have answered is displayed so you know when to move on. By selecting "Continue," students are shown any feedback you've placed for them on each question as well as the multiple choice answers. An option to select "Show responses" can provide results in percentages for the whole class - minus individual names to avoid embarrassment.

What are the best Edpuzzle features?

When creating a video it's possible to embed links, insert images, create formulas, and add rich text as needed. Then it's possible to embed the finished video using an LMS system. At time of publishing there is support for: Canvas, Schoology, Moodle, Blackboard, Powerschool or Blackbaud, plus Google Classroom and more. You can also easily embed on a blog or website.

Projects is a great feature that allows teachers to assign a task to students in which they are required to create videos. Perhaps have the class add in annotations to a video experiment, explaining what is happening at each stage. This could be from an experiment filmed by the teacher or something that is already available online.

(Image credit: Edpuzzle)

Prevent Skipping is a useful feature so students can't speed through a video but have to watch it as it plays in order to work through and answer the questions as each one appears. This intelligently pauses the video should a student begin to play it and then tries to open another tab - it won't play out in the background as it forces them to watch.

The ability to embed your voice is a powerful feature as studies have shown students pay three times more attention to a familiar voice.

You can assign videos to be watched at home, where parents are the ones given control of the student's account - something that Edpuzzle has found to be more engaging for students.

Edpuzzle is used by more than half the schools in the U.S. and is fully compliant with FERPA, COPPA, and GDPR laws so you can get involved with peace of mind. But remember to check those videos as Edpuzzle isn't accountable for what you pull in from other sources.

How much does Edpuzzle cost?

Edpuzzle offers three different pricing options: Free, Pro Teacher, or Schools & Districts.

The basic Free plans are available for teachers and students, giving access to more than 5 million videos, the ability to create lessons with questions, audio, and notes. Teachers can see detailed analytics, and have storage space for 20 videos.

The Pro Teacher plan offers all the above and adds unlimited storage space for video lessons and priority customer support. This is charged at $13.50 per month.

The Schools & Districts option is offered on a quote basis and gets you Pro Teacher for everyone, all teachers on the same secure streaming platform, streamlined curriculum across the district, and a dedicated School Success Manager to help train teachers and work on LMS integration.

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Edpuzzle helps educators use video to teach engaging lessons and interact with students using rich media

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10 Creative Ways to Use Video in the Classroom

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10 Creative Ways to Use Video in the Classroom

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There’s no doubt that video has changed the way we share information. And as always, teachers are at the forefront of using this resource creatively.

After a challenging year that pushed teachers to go more online, we’ve been blown away by the different ways teachers have used video to engage and excite their students.

Check out these 10 teacher-inspired ideas for how to use video in the classroom for either online or in-person learning.

Make sure to also keep an eye out as we share best practices for enhancing your videos using Edpuzzle!

1. Virtual Field Trips

The museum, Paris, the Grand Canyon … if we could, we would go anywhere in the world to help our students learn. That’s why YouTube is a game changer. You can find all sorts of videos to make your students feel like they are experiencing things first-hand.

Tip: Record your own virtual field trip to make the experience a bit more personal. Your students will appreciate seeing you interact with the location and hearing you explain important concepts. It’s also the perfect excuse to take that extra little vacation!

2. Teaching essay writing

Writing is tough to teach. Kids need personalized support to develop the necessary skills, but teachers aren’t always available to sit down with every student.

Using Edpuzzle to explain and model each part of the writing process not only provides you more time to conference with your writers, but also provides students with the ability to work at their own pace.

Tip: Embed open-ended questions with Edpuzzle to have students begin making guided choices about their own writing.

3. Mistake analysis in math

We all know how much students love catching their teacher’s mistakes. So why not incorporate that into your lesson?

Engage students in a discussion through strategically planned errors. Record a video of yourself solving a problem incorrectly and ask students to identify the way to get the correct answer.

Tip: Use Explain Everything to record your video on an interactive digital whiteboard and make your math problems come alive! Once you record, you’ll be able to easily upload the video to Edpuzzle as part of our integration.

4. Lab demos

While we 100% agree that science should be as hands-on as possible, using video can sometimes come in handy.

Lab demos, for example, are time-consuming, wasteful, and require a lot of clean-up. By recording your own lab demos, you get to reuse the same video every year and give students a more close-up (and safer) view.

This gives you more class time to let students get their hands dirty while providing them with more individualized feedback.

Tip: Ask questions in your video (as if your students were right there with you) and have the same question appear as a multiple-choice question in Edpuzzle. Because it’s automatically graded, it will allow you to quickly scan for student misconceptions.

5. Video Read Alouds

Video read alouds aren’t just a result of remote learning. Although nothing beats the special connections that you make with a normal read aloud, there are several advantages to using a read aloud from YouTube.

You have access to many more books online than you might have in your own school library. That means you can open up your students to a diversity of stories without the cost of finding the physical copy.

Tip: Use Edpuzzle's Live Mode to watch a video read aloud as a class, and stop the video at strategic points in order to spark a discussion.

6. Giving students' feedback

Giving written feedback on assignments can sometimes feel counterproductive. Either your students won’t take the time to read it or they won’t completely understand it.

That’s where the magic of screencasting comes in. Using screencasts to give students feedback lets you model exemplary responses in a short and clear way. And because it’s a video, students will be able to refer back to it as many times as they need.

Tip: Embed your webcam in the recording so that students can see your face and feel more connected to you as you go over the feedback.

7. Back to School Night

Engaging your students’ parents and guardians right off the bat is a sure-fire way to start your year off with good vibes. If you love the flipped classroom model, try flipping your Back to School Night!

Simply make your own videos explaining class rules, your course syllabus, school policies, etc. so your students’ families can “meet” you before they ever set foot in your classroom.

Tip: Consider flipping your parent-teacher conferences as well to maintain good communication and strong relationships with your students’ families throughout the year.

8. Student-created video lessons

Kids love putting themselves in teachers’ shoes, so why should it be any different with video? With Edpuzzle’s student project feature, students can get a taste of what it’s like to create their own video lessons.

Edtech expert Stacey Roshan recommends using Edpuzzle for students to self-assess themselves after a presentation. All you have to do is record student presentations and have your students upload their own comments to the video to analyze their performance. Very meta, right?

Tip: Do some appsmashing with Flipgrid and Edpuzzle to have students create their own video lessons to review a unit and then share them with their classmates.

Creating an #appsmash with @Flipgrid & @edpuzzle student project on a review of the 3 states of matter. Love how they prepped for their videos and questions in advance! @NewlinElem pic.twitter.com/I54zkjsYeu
— Kelly Sherrill (@kelly_sherrill1) February 2, 2018

9. Sports game analysis

It’s easy to place the blame for students’ inactivity on technology (we’re looking at you Netflix), but the truth is that the right combination of edtech can transform your sports teams, P.E. and Health classes.

If you want to take visual feedback from practices, games, and sports instruction one step further, record your students so they can watch themselves back instant replay style.

Tip: Use notes in Edpuzzle to pause the video strategically and highlight notable plays (see example above).

10. Professional Development

Although not technically “in the classroom”, this tip is definitely worth using at your school. The reality is that PD could use a makeover and video is just one way to bring it into the 21st century.

Use video PD to dramatically reduce your school’s budget for professional development and increase teacher engagement. Sounds great right?

Plus, because video is naturally self-paced, teachers can work through the videos based on their learning needs.

Tip: Check out Edpuzzle’s selection of self-paced courses with topics ranging from tech integration to online privacy & security, project-based learning and more!

Share your thoughts!

These are just a few awesome examples of how teachers and students can use video in the classroom.

Feeling inspired? Tell us your favorite or share your own idea by tweeting us @edpuzzle!

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10 Creative Ways to Use Video in the Classroom

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We’re constantly blown away by how teachers use video with Edpuzzle. Check out these tips and get inspiration for your own classroom!

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This is an app that my fiance uses constantly in the classroom. He teaches physical science and his students LOVE IT. He used the game modes to review for their end of grades testing. There are over 10+ game modes and students can earn in-game cash to spend on upgrades and power-ups. Answering a question wrong will cost you. I have seen it in action and the students BEG him to play.

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Gimkit is a game show for the classroom that requires knowledge, collaboration, and strategy to win. Get started for free!

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Looking for a way to make distance learning much more enjoyable and entertaining? Then Gimkit may just be the tool for your classroom. This interactive quiz-style game was created as a high school project, as a way to build the tools that students would actually want to use, as an ideal way to promote engagement.

So, how does Gimkit work, and how do you get started? In this step-by-step guide, we take a look at what this inexpensive tool is, who it's meant for, and take you through a step-by-step guide on how to use it.

What is Gimkit?

Gimlet is a quiz learning game specifically designed for teachers and students and is also created and maintained by students. Gimkit is based around creating "kits" or live learning games, where students and teachers can create quizzes. While Gimkit seems a little complicated, it is really super straightforward.

You have the option of creating a quiz from scratch, importing an existing quiz from Quizlet or a CSV file, or copying quizzes from the Gimkit gallery. From these templates, you can then modify them for your own use.

Motivating Features of Gimkit

Every game needs a reward system, and the Gimkit app is no different. Students earn virtual money by getting answers correct, which they can then use to purchase various power-ups. Power-ups include earning more points per question answered correctly, gaining additional points when on a "streak," and purchasing insurance for the chance that a question is answered incorrectly.

At the end of each game, teachers will receive a data report detailing the average overall class responses and individual student responses. This is an incredibly helpful tool for using Gimkit to assess students' knowledge and provide teachers with valuable knowledge of what students have a handle on and what may need to be re-taught.

How to Use Gimkit - Step By Step Guide

Ready to start using Gimkit? Let's take a look at how to use this digital interactive-quiz style game.

Sign Up With Gimkit

However, your $4.99 per month goes a long way with access to both Gimkit Live and Gimkit Ink. Gimkit Live allows students to participate in live games, new engaging, and exciting game modes that are updated regularly and can participate in live auto-graded assignments.

Gimkit Ink is a creation and publishing tool that is focused on providing students with a platform to share their work amongst their peers, as well as share ideas and concepts.

It's also important to note that students do not need to create their own accounts but can instead join their teacher's class.

Find Your School

Part of signing up with Gimkit is finding your school. As an educator, you will be prompted to select your country and input your area code before selecting your school from a populated list. You must then enter your Area of Expertise, as well as your Grade Level. You are then given the option to choose Gimkit Live or Gimkit Ink. For the sake of this tutorial, we have chosen Gimkit Live.

Create a New Kit

Time to create your first Kit! This is where you create your first live learning game for your class. Select "New Kit" on your dashboard to get started.

To create your first online quiz, you must first enter a name, language, and subject matter for your Kit. From here, you can choose a cover photo before moving onto the next step.

Add Questions

After establishing your basic Kit information, you will then move onto the fun part - adding your questions! You will be given the option of adding a question, creating your Kit with Flashcards, continuing with KitCollab, adding from Gimkit's Question Bank, or importing from Spreadsheet.

If you choose to add a question, you must input your question and possible answers into the above forms. You also have the option of adding a photo and/or adding audio to accompany your question, which is strongly recommended. Gimkit prompts you to enter in the correct answer, as well as three incorrect answers from your students to choose from.

Finish Kit

Once you are satisfied with the number of questions and the arrangement, you can then opt to "Finish Kit." You then have the option to play live or assign your Kit as homework.

Choose a Game Mode

Ready to play your Kit live? This is where it seems like things might get a little complicated and confusing, but stay with us. You now have several options to choose from a selection of game modes that your Kit can be played in.

Your Kit can be incorporated into several different modes, which begin with the most classic modes, including Draw That!, Team Mode, and Classic. You then have the option of taking your quiz one step further and turning it into a more advanced game. Game options include Trust No One, The Floor is Lava, Humans vs. Zombies, and Infinity Mode.

Configure Your Game Options

After you select your game mode, you are then responsible for configuring your game options. You have several options here for customizing your game options, including the Game Goal, how much Starting Cash each player has, and whether or not you will allow the player to view the correct answer after answering incorrectly.

Enter Code and Play!

You're now ready to play your Kit! Your students can access the game code to play your Kit through their own linked accounts, or you can send them the code individually. They must then head over to gimkit.com/live to play your live game.

Is Gimkit the Right Tool For You?

Although Gimkit is not the most straightforward tool in the world, it is most certainly appealing to students and a great way to boost engagement. Consider playing your Kit in the Trust No One game mode, which is based on the popular Among Us to really get their attention!

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How to Use Gimkit - Step By Step Guide - Teacher's Tech

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Looking for a way to make distance learning much more enjoyable and entertaining? Then Gimkit may just be the tool for your classroom. This interactive quiz-style game was created as a high school project, as a way to build the tools that students would actually want to use, as an ideal way to promote engagement.

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I love the idea of creating a portfolio for each of my dancers.

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Seesaw (formerly known as Seesaw: The Learning Journal) is a robust digital portfolio and interactive learning platform where teachers can create meaningful multimedia experiences for students. To get started, teachers can manually enter students or integrate classes from Google Classroom. If younger students don't have email accounts, there's also an option for them to sign in using a QR or text code. Whether teachers create their own activities or draw from the extensive library of teacher-created and rated content, assigned tasks engage students with a variety of work in the form of videos, photos, text, images, files, and drawings. Teachers follow up by approving posts, offering feedback, and, if desired, making items accessible to families via the Seesaw Parent and Family app (available online and via Android or iOS). Since teachers can view all students' submissions at once, it's an easy way to check for whole-class understanding. Teachers can also enable peer-to-peer feedback or create a class blog to encourage a richer, more connected experience. For added security, blogs can be password protected, and teachers moderate posts before they are made public.

Designed with an intuitive interface, Seesaw logically leads teachers through processes such as creating assignments, recording directions, providing student feedback, and sending one-to-one or group messages to students, parents, or families. Translation is available if the device language settings are different from the original message. The Help Center provides lots of support as well as professional development online for teachers. A paid upgrade allows adding and tracking of skills mastery, portfolios that travel with kids from year to year, multipage posts, and more.

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Seesaw Review for Teachers | Common Sense Education

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Seesaw (formerly known as Seesaw: The Learning Journal) is a robust digital portfolio and interactive learning platform where teachers can create meaningful multimedia experiences for students. To get started, teachers can manually enter students or integrate classes from Google Classroom.

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Prompt on Professional Learning and Development

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Prompt on Professional Learning and Development

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PL Virtual/Hybrid Learning

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Great conference for Instructional Technology

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Great conference for Instructional Technology

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Get ready for ISTELive 23! Launch the site now.

Times listed are in Central Daylight Time CDT

Trips and tours around New Orleans

ISTE Affiliate Network Summit (by invitation only)

Preconference special events and invitational activities (varied start times and durations)

Select concurrent sessions, posters and playgrounds

Registration open
(Tuesday registration opens at 7:30 a.m.)

Concurrent sessions: includes ed talks, creation labs, posters (virtual and in person), playgrounds and interactive sessions (varied start times and durations; also streamed)

Concurrent sessions: includes ed talks, creation labs, posters (virtual and in person), playgrounds and interactive sessions (varied start times and durations; also streamed)

Times listed are in Central Daylight Time CDT/Greenwich Mean Time GMT (+5)

Virtual posters and streamed content

Virtual posters and streamed content

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ISTELive 22 - Edtech conference | June 26-29 | New Orleans & Virtual

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Get ready for ISTELive 23! Launch the site now. Times listed are in Central Daylight Time CDT Trips and tours around New Orleans ISTE Affiliate Network Summit (by invitation only) Preconference special events and invitational activities (varied start times and durations) Select concurrent sessions, posters and playgrounds Registration open(Tuesday registration opens at 7:30 a.m.)

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Summary
The Instructional Technology Division of the Georgia Department of Education announces the FY10 Title II, Part D ARRA Competitive Grant for Blended Learning Opportunities pending final State Board of Education approval on June 10, 2010.

The FY10 Title II, Part D ARRA Competitive Grants for Blended Learning Opportunities are designed to create a self-funding model that can be replicated throughout the state for using technology to provide blended learning opportunities for students that result in improved math and science scores, increased student engagement, and improved student 21st Century skills and technology literacy. Through the FY10 Title II, Part D Blended Learning Opportunities grant, the GaDOE will provide two high schools with netbooks, a learning management system, and digital content.

Eligible LEAs may apply to support any eligible high school with a student population of approximately 1,000 students.

The primary goals of the FY10 Title II, Part D ARRA Competitive Grant for Blended Learning Opportunities are to:

1. Investigate and create model blended learning environments that can be leveraged across all school districts in Georgia.

2. Provide teacher professional development in the use of blended learning environments to differentiate instruction and improve student engagement.

3. Increase student technology literacy by providing students with the opportunity to use digital tools and resources.

4. Increase parent engagement through training sessions demonstrating the purpose and use of blended learning opportunities at home and school.

Grant Documents

FY10 Ed Tech ARRA Blended Learning Opportunities Grant Application and Guidance

FY10 Ed Tech ARRA Blended Learning Opportunities Grant Rubric

FY10 Ed Tech ARRA Blended Learning Opportunities Grant Required Appendices

Educational Technology Centers (ETCs) and Regional Educational Service Agencies (RESAs)

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Summary The Instructional Technology Division of the Georgia Department of Education announces the FY10 Title II, Part D ARRA Competitive Grant for Blended Learning Opportunities pending final State Board of Education approval on June 10, 2010.

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Final Padlet Reflection, Thank you Dr. Greer!

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Final Padlet Reflection, Thank you Dr. Greer!

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Final Reflection

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