enriching with technology
Inspire Innovation and Enrich Iteration.
To play a key role in innovating technology in the classroom, I started by supporting teachers with the DTI model from Innovation in the Heartland. Students moved from substituting paper hall passes with 3D printed ones into creating 3D printed adapters that allowed the same 3D printer to accept different rolls of filament.
Later, I applied the 3D printer knowledge to help design the next eDGE grant to take the digital desktop game they coded to a table-top version. Accessing a younger students knowledge to tell a story with text-to-speech technology (Talk to Read©) could inspire aspiring game designers to create a digital and table top versions of the younger students' story. Imagine the power of empathy cultivated with between different grade-level students through their authentic words expanded into a game and then iterated to innovate both a desktop and tabletop version of their stakeholders' story.
image from Tangents - Hide Monsters by Nicholas Anthony Linke
SAMR and AI:
Artificial Intelligence integration into school culture may be more appealing to teachers and administrators if the suggestion of AI being a substitution were immediately moved to the end goal of redefinition.
Similar to the submarine, teaching is not replaced, grown, or simply altered by AI technology. Instead, education requires a completely new definition, reframing AI as a way to enhance our experiences in education rather than make old assignments easier.
I helped organize tools that help teachers project manage the engineer stage of DTI. Design thinking often requires access to technology to maximize skills. However, harnessing student motivations through gamification application, including Habitica, can help them accomplish more independently.
Below is the Reconnect Webinar from 2023 about Design Through Inquiry & Place-based Learning technology tools.
Artifacts 6 & 7: Enriching with Technology