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Plicker

Plicker is a quick response classroom polling app that allows the teacher to use a mobile device to scan paper cards for student responses. Teachers can create one or more questions in several different ways. These include; text and images,multiple-choice or true/false responses. As the teacher projects the question on the screen, the students are expected respond with cards in different orientations to show their answers. The teacher holds up a device and scan the responses which are recorded. The responses are automatically shown on the screen. The teacher can get a rapid sense of students’ progress and adjust accordingly. This is a great tool for the reluctant learner. It is an engaging tool for students who are not outgoing or shy. This gives them a way to actively participate in the learning process. Some ways that Plicker can be used in the classroom is for warm-ups. The teacher can as review questions from a previous lesson or as a way to introduce new information. The teach...

What is RealSense Technology?

     RealSense technology is a collection of hardware and software components that allows for interaction with traditional objects in nontraditional ways.  This technology’s Software Development Kit or SDK grants users the ability to develop immersive applications.  RealSense uses two cameras, one object facing and one user facing, to leverage the most capability for this technology.  Facial recognition, 3D scanning, green-screen, and body recognition are just a few of the features that are achievable using Intel's cameras and SDK.  There is a way to even measure objects in an augmented reality using the SDK.  This technology is groundbreaking to use in an education setting. 
     A great way to use this technology could be in a science class where students may be studying the effects of poor posture on the human body.  The camera could be placed to view a chair and when a student sits at the chair, the application sc...

What are Virtual and Augmented Realities?

Virtual reality portrays an environment that is completely virtual.  Technology such as headsets and computers create these virtual worlds and allow for a very immersive experience.  Items may resemble real world elements or be completely fictional.  The foundation of VR is digital and digital concepts are applied to this existing virtual environment.  Gaming is a great example and use of VR. Augmented reality takes virtual elements and integrates them with a real world surrounding.  It could be said that AR is a digitally enhanced real world.  Digital items overlay real world items for a very unique experience.  Education institutions and the medical field can benefit for inputting digital situations in a real world environment without the drawback of failed results.    What are Virtual and Augmented Realities?

7 Ways to Reward the Brain

The TED Talk “7 Ways Games Reward the Brain” presented by Tom Chatfield is an insightful look into how we are wired to feel a sense of accomplishment and satisfaction when we are rewarded for tasks we complete in a digital format.  Chatfield highlights seven big picture suggestions that lend themselves to human engagement and fulfilling our evolutionary senses. They are detailed below. 1. Using an experience system. This is in reference to the same way that we are using 3DGameLab as a collaborative tool. Allow this tool to measure performance in a fun way as opposed to conventional manners that are not engaging. 2. Multiple long and short-term aims. Give goals that are broken up into long term and short term.  Allot small rewards for short term and larger ones for long term.  A reward is always achieved for a completed task and this keeps a heightened engagement level. 3. You reward for effort. Trying does matter and is rewarded.  Failure should not be perceive...