- VoiceOver: Reads aloud text on the entire screen, allowing individuals with vision impairments to navigate and interact with apps and content. This would also be beneficial for students who struggle with decoding or are non-readers.
- Switch Control: Allows students with limited mobility to control the iPad using physical switches or adaptive devices rather than touch.
- Speech: Converts written text into spoken words, helping individuals with reading difficulties or visual impairments. This can also enables users to listen to books, articles, or other written content.
- Magnifier: Uses the iPad camera to magnify real-world objects and text. Users can zoom in on items in their environment and adjust brightness and contrast to increase visibility.
- Display and Text Size Adjustments: Allows for the increase or decrease of font size for easier reading, helping individuals with visual impairments or dyslexia.
Saturday, September 28, 2024
Accessibility = Inclusivity
Wednesday, September 25, 2024
Survey Says...
Screen Time
Social Media and Mental Health
At some point or another, I feel that it is fair to say that everyone will struggle with some aspect of their mental health. The mental health crisis among young people has been well documented, especially in the wake of the COVID-19 pandemic. But how much of a role can social media play in the growth or destruction of one's mental health status? Common Sense's 2023 report compares the relationship of social media and mental health to that of a double-edged sword. Through their work, researchers at Common Sense devised seven key findings. While all findings were eye-opening to me, the following stood out the most:- Most young people encounter negative attacks on identity and body-shaming comments on social media, as well as identity affirming and body-positive comments.
- Social media is a double-edged sword for LGBTQ+ youth, offering both important opportunities for support and identity affirmation, and greater exposure to harassment and stress.
Thursday, September 19, 2024
Got Your Head in the (Word) Clouds
Active Learning
Why Use Active Learning?
Video Source: Youtube
Word Cloud Guessing
Thursday, September 12, 2024
Channeling My Inner Cartographer
Sunday, September 8, 2024
Trends in Educational Technology: Games for Learning
Games For Learning
Pros and Cons of Gimkit
- Engaging and motivating- students compete in real time to earn virtual currency and can use earned currency to customize their Gim (game pawn) or purchase power-ups.
- Variety of game modes- students can play as an individual or on a team and choose maps that have different objectives for them to accomplish.
- Immediate feedback- students know immediately if they got the question right or wrong, helping identify areas where they may need more practice.
- Customizable and premade quizzes- teachers can create their own kits with questions from study guides or notes, or search for kits in their library to find kits made by other educators on the same topic.
- Detailed analytics- teachers get a report of student performance for each question at the end of the game and can use it to reteach skills if needed.
- Learning Curve- it can take time for teachers to become familiar with using the platform and for students to understand how to play the various game modes.
- Risk of Distraction- students could focus more on playing the game and earning virtual currency rather than the content they should be reviewing.
- Cost/Limited free features- with the free/basic version, you are limited in the game formats you can play and many advanced features require a paid subscription.
For Your Reading Pleasure
- 5 Ways to Gamify Your Classroom- International Society for Technology in Education (ISTE)
- 5 Ways Gamification Benefits Teachers and Students - Reflex
- Using Gamification to Ignite Student Learning - Edutopia
- Gimkit: How to Use It for Teaching - Tech & Learning
- Gimkit Review for Teachers - Common Sense Education
Thursday, September 5, 2024
Quality Over Quantity: The SAMR Model
What is SAMR?
The SAMR framework is a model designed to guide educators in effectively integrating technology into their teaching practices. Developed by Dr. Ruben Puentedura, SAMR stands for Substitution, Augmentation, Modification, and Redefinition. Each level represents a different level of technology integration, ranging from simple replacements or substitutions to larger, more transformative changes in how students use technology to learn and engage with educational content.
In the first level, substitution, technology directly replaces a traditional educational tool without functional change to existing practices. This could look like providing students with the opportunity to type a response that they would normally hand write. In the augmentation stage of SAMR, technology still replaces a traditional tool as it does in the substitution stage, but is improved to enrich the learning experience for students. With augmentation, students might have enhanced features at their disposal, such as spell check, grammar check, or text to speech functions to help them accomplish tasks in the writing process with greater ease than just simply typing up their work as opposed to handwriting it. Modification is where we begin to see more substantial changes and impact to classroom activities. In this stage, educators must rethink how to best present and complete tasks and in some cases, alter learning outcomes of a lesson. For example, modification in the SAMR model could look like a teacher redesigning a lesson or activity to be more collaborative in nature, where prior to modification, students would have been required to work independently. There are many tools and websites that teachers can utilize that allow students to collaborate. Check out this short video to learn about Canva Whiteboard, one such tool that can be used for student collaboration on projects and activities! The final stage of SAMR, redefinition, involves using technology to create new educational experiences that couldn't have been possible without the selected piece of tech. In doing some reading, I sense there is a growing trend of using virtual reality (VR) to accomplish redefinition and truly transform the educational experience. Even as recent as this past Spring, current students in the Education Department at University of North Georgia had been afforded the opportunity to use VR headsets in their online class on middle grade science education. In this online class, future educators got to truly experience what it was like to have the world in the palm of their hand and see first hand how integrating technology can transform their teaching.











