The following is an overview of technology skills that was presented as part of an assignment for ETEC 648. It highlight many of the aptitudes that I have been able to assimilate and refine as part of my experience in CSUSB's instructional technology program.
Tinkercad is an online platform that allows students to create their own 3D models using virtual shapes or primitives (which can be exported to a 3D printer). As a middle school teacher, I find practical applications in using Tinkercad as a vehicle for differentiation. I typically incorporate the use of Tinkercad in the development of follow-up activities for core content lessons regarding particular units of study. For example, in my history class, I might task kids with replicating a virtual environment reflective of what they have learned about a particular society or culture. This fosters engagement and personalizes learning in a way that is meaningful to students. Additionally, participants may also leave with a physical object of their own creation when finalized as a 3D print.
CoSpaces is an intuitive educational technology that enables students and teachers to easily build their own 3D creations, animate them with code and explore them in Virtual or Augmented Reality. The use of CoSpaces has SAMR applications as well in that it allows for a “redesign” of traditional student tasks through the integration of educational technology. This blends complexity and elicits critical thinking skills on behalf of learners by way of rigorous design tools. It allows students to satisfy ISTE Standard 4 (Innovative Designer) of the ISTE Framework. Here, students use a variety of technologies within a design process to identify and solve problems by creating new, useful or imaginative solutions. In effect, students are becoming content creators.
HP Reveal is an application that makes use of Augmented Reality (AR). Augmented Reality is a type of technology that superimposes a computer-generated image on a user's view of the real world. AR is initiated through the use of “triggers.” These triggers are usually static objects such as images and drawings that set in motion a transition that leads to an enhanced experience of the real world. Such interactivity leads to learning experiences that are engaging for learners.