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•What kind of technology is it? (collaboration, reading, etc.)

•What is its intended setting? Where would it work well?

•Who is its intended audience?

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•What do you think the learning objectives are? (“Student will be able to…”)

•What scaffolding does it provide?

•What do you think are the underlying assumptions about learning of this technology?

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•What features does this system have to support learning?

•What works well about this design, and what could be improved?

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Can be used by groups anywhere or even individuals trying to organize their own ideas.

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Assumes people can learn from and help each other -- everyone's notes are visible, so legitimate peripheral participants can see how others in the learning community act. Lurking is supported.

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What is going on???

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Mainly to be used as a form of communication between parents and teachers to monitor student's performance in their classrooms.

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Seesaw is a platform designed for students to post their own content for their peers/teachers to see(think adobe suite for classrooms). It's marketed as a way for students to reflect on topics covered in class. It's intended to be used in classrooms with laptops or tablets available, either for group or individual work. It would work well for standard-sized classrooms (appx 20).

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Storillo is a collaborative technology (i.e. "puts the group back in group work") that encourages students to approach project work in a structured, collective manner.  It allows each student to approach a project in sections or as one combined unit.

The intended setting of this appears to be both in and outside-of-classroom.

The intended audience appears to be kindergarten through college students, but due to the plainness of the UI it seems that it will be most effective amongst older students (i.e. high school students, college students)

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Type of Tech: Website
Intended Setting: Learning environment via Web
Intended Audience: Individual

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Students will be able to learn about different civics concepts and how government works. The scaffolding on the games we played include highlighting key concepts, and relevant topics. The underlying assumptions are that the audience enjoys interaction while learning like playing games.

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Learning objectives are more targeted to reduce friction between the teacher-parent relationship. It is also used as tangible evidence to review the performance of individual students.

Teachers will be able to keep track of all student's performances in one centralized technology.
Parents will be able to gain a weekly report that goes over student's strengths and weaknesses to help learn areas where students can improve.

An assumption when using this technology are teachers have the bandwidth to assess a student's performance on a daily basis. The technology also has lots of features and would require an understanding of mobile apps.

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It provides enough feedback to learn after failing & answers to games, but there isn't enough information initially for someone who is first playing the game. It provides some assistance if the user can't read by reading the instructions aloud.

For the Alphabats Alliteration game, there's a disconnect between the information being taught (alliteration) and the bonus game afterwards where it taught a random fact about bats and had you play a game where you just try to collect fireflies with "echolocation".

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The learning objective for CueThink is to help students learn critical thinking, collaboration, and the methodology of problem solving. CueThink allows students to go through 4 important steps (understand, plan, solve, review) to understand how to think through a math problem.

CueThink allows students to highlight and cross out information in the understanding phase, as well as list multiple strategies the students can use to solve the problem in the planning phrase.

We believe that CueThink will help kids learn the steps for critical thinking and improve their collaboration skills.

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Collaborative organizational/project management tool for businesses, and teams. Members can meet together or remotely edit the canvas.

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Learning objectives include teamwork and collaboration.

Scaffolding techniques allow for commenting on sections/units that are worked upon in the group project; comments allow for a method of improvement via collaboration.

The underlying assumption for this technology is that learning is best facilitated within group settings (i.e. sociocultural perspective).

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clean user interface,
pretty easy sign up process
complete lesson library

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This supports learning by collaborative documents and an approval system.

The design has a form of organization to it. However, the organization seems clunky, with unappealing colors.

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Teachers have the ability to give feedback on over 10 categories including teamwork, cooperation, and learning levels. There's also a "newsfeed" thats allows teachers to post pictures and different statuses to parents. Overall the design creates a friendly experience that keeps parent informed on a more regular basis.