Projects and Assignments:
Destination Postcard
Professional Competency Area: Provide leadership in the development of new means of leveraging technology for assessing, certifying, and credentialing the holistic learning and development of students through cocurricular learning endeavors.
This destination postcard helped me think critically about the changes I would make to our organization. It also allowed me to conceptualize some solutions to the challenges our center is facing. I loved how we were able to come up with a plan and identify a solutions using our own approach and ideas.
I think this project meets this specific competency area by utilizing digital tools to assess student needs and development. This would be done through training and familiarizing staff with the use of online surveys and using digital tools to assess such surveys.
I decided to focus on student sense of belonging because it's a huge issue I am interested in exploring--specifically in the context of higher education. I think a student's sense of belonging is what drives the student to complete their degree and attain social mobility. If institutions fail to attend to the students needs and care for the holistically, then the student will not feel as though they matter and will likely struggle to complete school and attain their degree. Their mental, emotional and physical health is also at risk, which will deter them from meeting their academic and higher level needs. That is why I felt so inclined to create a school that focuses on students' sense of belonging, because once we focus on that, then we can create an environment in which they can grow academically, socially and emotionally.
Exploring the Metaverse (Collaborative Project)
Professional Competency Area: "design, implement and assess technology-rich learning experiences for students and other stakholders that model effective use of visual and interactive media."
Check out our project: sites.google.com/d/1trefWb45PDv7Xil6ffLUCY4sYiQ8rLAu/p/1F5xxG3sEZ0qUc3JAtR-k2T-nqu5_6itV/edit
I decided to focus on this competency area because I wanted to investigate the ways in which VR promotes learning and creates more opportunities for more hands-on learning. I also wanted to examine how its use and application can increase students' critical thinking skills, problem solving skills, and learning skills necessary for the real world.
I decided to focus on this competency area because I wanted to investigate the ways in which VR promotes learning and creates more opportunities for more hands-on learning. I also wanted to examine how its use and application can increase students' critical thinking skills, problem solving skills, and learning skills necessary for the real world. I grew in this competency area by assessing the VR equipment and its interactive media. I had access to a VR at home, and as I was playing around with it, I realized that there are tons of apps that could be used for educators to promote hands on learning in the classroom. I tried out oculus and there are super cool learning opportunities in the app itself. For example, students are able to enter certain environments that they would otherwise not be able to (ex. Traveling to another country or going back in time). In this respect, I met the standard by assessing the VR and exploring how it could be used by educators in the classroom. I then explored its visual and interactive media, and I found that a lot of its graphics and visuals are used for students to interact with in the classroom. In other words, VR provides users with lived experiences that may not be accessible in a typical classroom (i.e., they might be dangerous or impossible to access). However, it’s visuals and graphics are used to make that a reality for students, which could be a huge learning opportunity them.
Non-fungible Tokens, Decentralized Autonomous Organizations, Web 3.0, and the Metaverse in Education: From University to Metaversity.
In above's assignment, I took the time to explore how the metaverse enhance learning in educational settings, and how the metaverse can improve many aspects of higher education. This includes e-learning and play environments; illustrations by teachers for students; parent-teacher interactions; and learning using 3D visualizations. The metaverse also promotes accessibility by creating virtual classroom environments for students who otherwise unable to attend or access a physical classroom setting.