A taste of the [non-stop] professional learning conversations throughout the week.
Toggle through this section's sub categories for more professional learning experiences:
Provocations & Maker Challenges
How do you think the micro:bit used in the maker classroom fosters the maker mentality ?
Encourages students to start exploring
Low floor/ high ceiling/ big walls
Quick learning curve - embrace iteration throughout - continuous trial and error
What are some potential barriers for including using the micro:bit?
Cost of class/ school sets
Having a class set of micro:bit and computer/ chromebooks/ etc.
More potential in Jr. classes than in Sr. classes
Incorporating into
What are some ethical considerations that need to be taken into account with being able to share and force code: How can this benefit learners? How can you hinder learners?
Meeting where your student are at
Not wanting to limit students abilities
Does choice help solve some of these problems?
Forcing code may decrease the opportunity for maker mentality - may be useful but knowing when to do it
Maybe it is used as a starting point
How might you extend the lesson presented to you today with AI and using the micro:bit
Having students extend their thinking about the EDIDA principles
What EDIDA considerations can be taken into consider when planning with AI using and affordances of micro:bits
Looking at demographic in your classes (facial recognition and diversity); who is in the room and part of the process of programming AI
AI is NOT biased; it depends on who is coding
Socioeconomic status - in the class/ community
Land Acknowledgements
Feel ill-equipped embracing it when you didn't grow up with it; "wanting to do it correctly"
Doing something is better than not doing anything
Acknowledging the known and unknown; part of reconciliation is that cultures and peoples that have been erased - part of decolonization is recognizing that
Land acknowledgement is a pledge to action; acknowledge the land the materials and space - honouring the stewardship - “since time and memorial”; in “perpetuity”
We tend to divorce technology and land - how do we move away from that
KIM: "Metis Mentality - the first time you make something, you gift it to someone else in your life (the gift doesn't have to happen immediately; you may hold onto it until you find the right person to gift that thing to)"
EDIDA framework
Things that were done very well in the MakerLabs space:
Creating the woman leadership - was originally 20% woman but is now 50:50
Great hands on learning
Embrace the maker mentality
Leisure makers and professional makers sharing the same space, tools, mentality
Our actual experience - the labs offered and "welcomed" feel
Things that were acknowledge for change in the MakerLabs space:
Accessibility (for example, no elevators)
A lot of stimulation (might be overwhelming for some)
Safety considerations No exit signs
Inclusivity: Adult learning (not a space for youth)
Accessibility with the pay scale along ($180 as an entry level is very high to “try out” for the first time)
21st Century Skills
Why do we not have 21st century skills like these maker course as core curriculum?
Makerspaces in schools could build a bridge to students wanting to use makerspaces in the community - teaching students to be failure positive and feel comfortable with risk
Professionals need more cross collaborations - whether it is making or not making - interdisciplinary
Creating opportunity for collaborations so that staff can see what others are doing - the strength of a group to share and learn from others; - it’s sharing and getting feedback that can be a mindset
Seeing other people making in the space can be very inspiring in itself
Makerspace education (maker mindset) - taking an assignment and then thinking what you can do beyond that
Robotics
Sustainability - can re-use the materials over and over
Can be intentional about the materials you are using
Take inspiration from nature - using features
Puzzle Making
Similar experiences with different materials
The content and spirit can remain the same but the materials can be adopted to your pace
Order materials and show them the “how it’s made” process through youtube videos
Speaker: Paul Milaire
Technical & Innovation Producer & MET Student
UBC: Faculty of Medicine (Educational Technology)
Notes from Pauls Session
WHY: thinking about reality - going from nature to augmented; the way we change ourselves or the things we interact with changes our reality; the principles that have always been around about reality - just using a different tool to experience reality. *Technology and narrative was still unexplored in Med Ed
HOW: a flaw it that the body and mind are not doing the same thing so that can be very hard for some people - tactics vs non tactile, multimodal, lack of haptic feedback; Human Authentic - voice recognition and a volumetric capture - so it feels like a real conversation; Prototype → Pilot → Feedback → Iterate (Maker Mentality)
WHAT: Contextual, Interactive, Narrative → wanting to build empathy, respect for the patients - not just another toy to play with to learn. Address the gap from classroom → clinical (provide a low stakes environment that still gives the experience)
PRODUCT: ICE-VR - Med Student Feedback, "Highlight Session for must student; curriculum integration - adding more cases, bringing it to more institutes; Learner-Driven - keen students help develop the actual cases to make it more authentic (interact and get feedback from learners at all stages)
ICE-VR MET STUDENT FEEDBACK:
choice of patient - their background, their clothing and personality affecting the peoples experiences, voices (could you include accents) conscious bias towards these characters, diverse group of characters; environment - provide choice to the environment, adding another person to the hospital room (an observing medical student; bring “levels into the experience” - start simple (sterile simple space with no interactions) → build up to more complex rooms, more characters, etc); equipment - oculus VR; learning curve for using equipment, glasses wearer, ease of use, motion sickness, claustrophobia; location - one facility, distributed learners across the provinces (leaves out a lot of people)
VR General Advantages: teach empathy, put them in other’s shoes - experience someone else’s role, take them places you otherwise couldn’t go/experience
VR General Disadvantages: have to think of EDIDA principles - motion sickness, hardware itself (physical issues)