Inspired by @PeggySheehy‘s challenge, here’s my list:
Inspired by @PeggySheehy‘s challenge, here’s my list:
Inspired by @PeggySheehy‘s challenge, here’s my list:
Yesterday, I wrote about my early impressions unboxing and using the new Oculus Go and considered the potential impact on K-12 education. Today I had the opportunity to take some students into VR with the Oculus Go. As part of a science lesson with science teacher, @JudeaTarn, we took students on roller coaster rides. Originally, we’d planned on using the HTC Vive exclusively, but I thought this was a great opportunity to put the Oculus Go into students’ hands and let them give some feedback. This also allowed more students to have access to experiences at the same time, allowing time for each student to ride the coaster. The feedback was 100% positive! We used the EPIC Roller Coaster app, a moderately realistic experience (this is mobile VR, after all). After an exciting ride on a rusty mine cart or on a tour of a dinosaur-style theme park, you have a great opportunity to chat about forces and motion.
After providing roughly 20-30 students through three headsets, around 45 minutes to an hour of solid use, each showed about 66% battery remaining. Schools using these at any scale will want to invest in some power strips to keep them charged!
Again, still giving the Oculus Go a thumbs up for K-12 use. I should get commission from Oculus/Facebook, too. I imagine I sold a few future Christmas presents today, too.
I’ve been exploring Virtual Reality and its applications for K-12 Learning for many years now. Inspired by a passion for games and learning alongside visions of exploring the moons of Jupiter or Tut’s tomb as imagined by Earnest Cline in Ready Player One, I’ve been playing in this space since the Oculus DK1 was available to developers. Today, I’m supporting three HTC Vives, two Oculus Rifts, and a PSVR in schools across my district. Each comes with its own strengths and weaknesses.
The major strength of high-end, computer-driven VR is the level immersion afforded by the experiences and six-degrees-of-freedom (6DOF) VR. Great experiences are driven by powerful computers and graphics cards and the ability of the system to detect the position of the headset and hands in the rendered three dimensional space. An obvious drawback for K-12 implementation is the expense associated with the hardware ($399 for the Oculus Rift and $499 for the HTC Vive) and the cost of a computer to support it (easily $1000+). On top of this, one… -ONE- student can be immersed in the experience at a time. That’s not to say they’re not worthwhile investments. A secondary display and a centers-based approach can make them work in the hands of a creative teacher.
Several schools in my district have explored phone-based VR using a variety of headsets and devices like the iPod Touch. Here, you’re still looking at a $200+ investment for the iPod Touch (which is a versatile device outside of VR applications) and whatever headsets you choose. VR isn’t the primary function of any these sorts of devices and experiences vary widely. Many districts are exploring Google Expeditions sets, too. Though sold with education in mind, prices can range from over $3000 (for ten students) to over $9000 (for 30 students).
Those were our major options until just a few days ago when Facebook launched the Oculus Go. Available at $199 for the 32GB option and $249 for the 64GB option, this is a standalone (no phone or computer required) option for virtual reality. Everything’s built into the headset. …and I just unboxed one yesterday. Here are some early pros/cons and thoughts for the future:
With those points in mind, my early recommendation is to give this a definite thumbs up for small-scale deployments (a few devices at a school) and a “maybe” for anything larger. I think the Oculus Go is potentially going to bring many more people into VR and that will only drive advancements! It is certainly a device I’ll be recommending to my schools who want to add VR technology to support student learning.
(Edit – A few more observations. I’m actually setting up three of these devices. Though no phone is required, the Oculus App is used to initially set the devices up and get them initially connected to WiFi. Through the app, I can individually “manage” each device. After setup, each is paired with the same Facebook account. Setting up a Facebook account just for this purpose might be a good idea. I’ve not tested paid apps yet, but once attached to the FB/Oculus account, it seems that the library of “purchased” apps is available on each.)
I want to be Ms. Frizzle when I grow up. When I think about the ideal classroom, the Magic School Bus quickly comes to mind. This show (which is getting a reboot soon on Netflix) is what good learning is all about. Seriously! Can you imagine being able to take your students literally anywhere, any time, to do, just about anything? Learning should spark a sense of wonder. The experiences we create and share with our students should be the first spark that spurs them to want to dig deeper and explore more.
Nearly three years ago, I wrote about some early experiences with the Oculus Developer Kit. I was immediately struck by the possibilities. Fast-forward to today, I’m excited to share that we’re making it happen! Through a partnership with foundry10.org, we’ve launched our first VR Space in Surry County Schools at Meadowview Magnet Middle. Getting started with VR in schools doesn’t require a dedicated space, however, as part of library makeover, we wanted to create a space that kids would beg to be in. What once was a dusty book storage room has been transformed into a state-of-the-art space where we, like Ms. Frizzle, can take our students anywhere!
Part of the challenge has been educating our teachers and administrators about the technology. VR is hot stuff these days and there’s a wide-range of gear. Some schools are starting to explore the possibilities with phone-based VR using tools like Google Expeditions. This is a great way to bring VR experiences to many students at once, however, the experiences lack the immersive quality of high-end computer-driven VR like you might experience with the Oculus or HTC Vive.
Thanks to foundry10, our space utilizes the Vive. The Vive takes VR a step further in that it allows for what’s been dubbed room-scale VR. Simply stated, this means you’re not confined to a chair for your experience, but can actually move about the room while immersed in a VR experience. Take a step forward in the room and you move forward in the virtual world you’re exploring. And, don’t worry. A virtual grid materializes in front of you if you get too close to a wall. We started with hands-on experiences for our teachers. Simply having a great first experience seems to spark teachers’ imagination for the possibilities. Our Lead Digital Learning and Media Innovation Facilitator, Alicia Ray, has been working closely with Meadowview teachers to match the growing variety of VR experiences to the curricula they teach. From there, teachers are scheduling times to bring their students into the media center (another bonus) to rotate through selected experiences.
There’s an exciting variety of explorations our students are trying, too. Our social studies students have been exploring the world with Google Earth VR, stepping inside the Roman Coliseum or walking the streets of London. Our science students can travel through the body’s circulatory system or deeper, still, into individual cells. Likewise, we can take them scuba diving for an encounter with a Blue Whale in Wevr’s the Blu. We’ve explored Saturn’s rings in Titans of Space and we’re soon hoping to let students build their own unique worlds with Vivecraft (a VR-ready Minecraft mod) and physics simulator, Modbox! The exciting thing? We’re just seeing the beginnings of what’s possible.
Perhaps I’ll be Ms. Frizzle after all.
If you’d like to know more about the resources we’re putting together for high-end VR in schools, check out the VR Page on the SCS Digital Learning Wiki.
This weekend, Pokemon Go has taken the app world by storm. Pokemon Go is an AR (augmented reality) game in which you collect monsters (Pokemon) out and about in the real world. The game, by Niantic Labs, creators of the AR game Ingress, uses your smartphone’s GPS and data to share the location of these critters in the real world. Look at your phone’s display. See some rustling leaves on the sidewalk ahead? There’s one hiding there!
As you explore, real world landmarks: statues, memorials, churches, parks, historic markers, and the like are represented by blue icons called Pokestops. Get close enough to it, tap it, and give it a spin to collect items to aid you on your quest to collect more Pokemon. There are also Gyms where your Pokemon can battle those of other players. The more you play, the more you level up and the better items and abilities you get!
So, what’s the value in this game? It gets us out and about! The best way to play the game is to get out, walking/jogging and exploring! This is a great way to encourage your kids to get out of the house and play a game in the real world. In fact, I just walked nearly four miles with my daughter as we explored our local community college, gathering resources and collecting over 25 Pokemon! Sometimes you find Pokemon eggs. Want to hatch them? Put them in an incubator. The game then requires you to walk a certain distance to get the egg to hatch. Talk about motivation!
The more landmarks and points of interest near you, the more likely you are to find places to interact. We live in a fairly rural community, so the local college and the downtown area are the most rewarding play areas. If you live some distance away from an area like this, you may want to drive/bike to an area and then explore.
Only have one phone? You and your kids can always take turns finding and capturing the Pokemon you discover. (Hint: Hold down the Pokeball and flick it toward the creature when the circle’s the smallest to increase your chance of catching it.) Also, keep in mind a few things. With music, graphics, GPS, data, and screen that stays on while you’re playing, this game will drain your battery! (There is a low battery mode, but I haven’t tried that yet.) For extended play, you may want to take a backup charger. Also, though this is a fantastic way to get some exercise, it can be distracting. Don’t forget to look where you’re walking!
At the end of this month, the Pokemon Go Plus (a wearable gadget that connects to your phone and vibrates to let you know when Pokemon are near) will be available to help you in your quest to “catch ’em all.”
Pokemon Go is a great way to connect to your kids and get outdoors for some physical activity. This is also a great game to encourage kids to research strategy, how-to’s, and the Pokemon lore. The hype is huge right now, so why not take advantage of it?
Time for me to go and train my Bulbasaur!
Last week, I had the honor of spending four full days with a group of talented and highly-energetic middle schoolers during the the Surry County Schools annual STEM Camp. My camp, in particular, was Game Design in Minecraft. Throughout the week, using Minecraft as our platform, we worked through a design process to create an original game, built on a shared server.
Form A Design Studio
Students first formed a design studio, a group of three to four student designers. They gave their studio a name and then created a slogan. Some of my personal favorites were:
CMT (Create. Minecraft. Technology.) – “Expect The Unexpected.”
4RandomThings – “Sometimes, all you need are 4 Random Things to make 1 GREAT thing happen…”
All of the submissions were equally creative.
Develop Story and Map The Game
From there, teams were tasked with developing a title and some basic story elements they wished to include in their game. One group’s theme revolved around surviving a zombie apocalypse, another tasked you with finding a lost pig. Once again, Minecraft’s flexibility really enabled students to unleash their imaginations and creativity. Following this step, teams mapped out their overall design plans, labelling traps, puzzles, landscaping elements, and other challenges. At this point, teams pitched their ideas to me for feedback. Much of this dealt with the technical possibilities and limitations of MinecraftEDU. After approval, teams logged into our shared server, selected a site for their game, marked off the borders with colored wool and signs and began building. By far, this step was the most time consuming and most enjoyed by the student-designers.
As the part of the camp neared, we moved into a play-testing phase. First, each team play-tested their own game, thinking critically about what was working and what needed to be changed. A snapshot of the server was saved (to preserve traps and such), and studios played the games designed by their fellow designers. They provided constructive, written feedback to the creators of the game they played and then we moved into an iteration/polish phase. We spent some extra time discussing how to give and receive feedback. “Feedback is a gift!”
Walkthroughs and Live Interview with Game Developers
The week concluded with a live walkthrough of the game facilitated by each team and ultimately a ceremony to distribute an official (physical) badge for their work with certificates. Our last treat was a live chat with game developers at 1st Playable Productions. The 1st Playable team shared their path leading to careers in game design, games they’ve worked on, and challenges they faced along the way. Our student designers asked incredible questions along the way.
What needs work:
I’m really looking forward to building on this first year prepping for next year’s camp.
Years ago, a growing buzz in my social feed and from students kept pushing me to explore a retro-looking sandbox building game. I ignored it as long as I could, but finally caved and tried the game. The game was Minecraft and it had huge implications for learning.
Well, history repeats itself, though this time with considerably less resistance on my part. Once again, my radar is getting pinged from different sources about a new game called Scrap Mechanic. First, I’m seeing the amazing Adam Clark (aka WizardKeen) posting Let’s Play videos with the game. Then, one of our district media coordinators contacted me saying that her son wanted to buy it and wondering if I knew anything about it. So, I did the responsible thing… I bought it myself! Check out the game trailer below:
There’s a great deal of learning potential, here, too. The main idea of the experience, so far, is building structures and machines. Building structures is relatively familiar territory, but the real fun is in machine building. Unlike other sandbox games, physics plays a big role in Scrap Mechanic. There’s gravity and other forces at work. With engines, wheels, thrusters, and bearings, players can create everything from gas-powered cars to rocket-powered flying saucers, or if you’re so inclined, a rocket-powered flying saucer car. Maybe you want to build a catapult to launch your friends across the world or build a transforming tree house. These are just a few examples among many out there on YouTube.
Creative tinkering and trial-and-error exploration are hallmarks of the game play and those are just a couple of the reasons Scrap Mechanic has huge implications for learning. This is a fantastic, digital maker space! This would be a welcome addition to classrooms and media centers looking for an alternative digital space to encourage students’ creativity. Either turn your learners loose and let them follow their own interests, or give them a challenge to help them get started! Build a vehicle that can transport three or more crates from your shop to the warehouse. Create a stable, rocket-powered car. Design a machine that will fling your friends the farthest. There are so many possibilities. As they design students will have to wrestle with engineering challenges. “How can I add weight to make this vehicle more stable?” “To what angle should I set this bearing to maximize the reach of my lift arm?”
Check out this video of a group of YouTubers who’ve challenged each other to build machines to throw their friends across the map (mild language warning):
Keep an eye on this one!
In my 17 years as an educator I’ve come to a conclusion. We educators can be pretty stiff. This, of course, isn’t always the case and there are exceptions to the rule, but sometimes we get bogged down in data-driven decision making, behavioral objective writing, assessments, and so forth. All of those are valid and worthwhile, but sometimes we forget to let our hair down and simply be in the moment. In fact, I fear some of us may have even forgotten how to be in the moment, cutting up and having fun.
The annual NCTIES Conference is an absolute highlight of my year as I have the opportunity to learn new things and connect, face-to-face, with my network. It is also the perfect place to unleash my inner mad scientist for some fun social experiments.
You see, I think we all desire to have fun and even be a little silly from time-to-time. However, professional conferences are rarely the place where this happens because of the aforementioned stuffiness. [+ 5 to me for using “aforementioned”] What a missed opportunity! Sometimes, we simply need a meaningful context to engage with others and grow our network while having a little fun in the process!
GAMEFUL THINKING to the rescue!! Games give us a context to engage even when it’s difficult to find one. So, last year, I created Quest Cards/Conference Quest to provide people with an excuse to have fun, meet new people, grow their network, commit random acts of kindness, and yes, act a little silly.
Conference Quest is back for #NCTIES16! There are even new quests contributed by @ewolfhope and @kristinedwards3! Want to play? It’s easy. You can play by yourself or with a group of friends. All you need to do is download and print a set of cards for each player. You can follow along with the #CQ and #NCTIES16 hashtags. Will you be bold and challenge a featured speaker to an arm wrestling match or will you be the one who starts a zombie flashmob?
Update: If you’d like your own set of blank cards to use with students or your own events, you can download them here. Just please give attribution! Thanks!
The 2015 NCTIES is coming up next week. I’m excited that there’s a fantastic team of educators going from Surry County Schools. For many, this will be there first time. I’ve gotten lots of questions about what to expect, so, I put together a pretty detailed “First-Timer’s Guide” to NCTIES. It’s pretty detailed, so here’s a link to the Google Doc:
Three weeks ago, I launched the SCS EPIC Academy pilot with a group of educators in Surry County Schools. In case you missed my last post on EPIC Academy, it’s a fully-online, game-inspired, approach to professional development. Through a quest-based learning approach, teachers and administrators can select challenges that interest them, complete them in at a pace that’s right for them, and explore these topics to a depth of their choosing. Follow a quest chain to its culminating “Epic Quest” and you’ll unlock an official SCS Badge. That’s the elevator speech version, anyway.
So, what’s the response so far? To date, 40 district educators are active in the system. I just shared with them their collective accomplishments just a moment ago. Together, they have:
Beyond the numbers, however, our teachers are sharing some incredibly thoughtful reflections (especially on a game-inspired approach to learning). Consider this reflection by one our guild members, tarheelgirl:
Considering the seductiveness of autonomy in gaming is a new thought process for me. What would it be like to set parameters and then allow students to chose a series of experiences to “test” their abilities? I am also drawn to the idea that children need to experience (really feel) success before they will be motivated to keep reaching for it. If you have never had chocolate….then you do not crave it and certainly will not walk on the treadmill to earn yourself a Hershey bar. If kids never feel academic success, then how will they know what they are striving to attain. Quick, easy success early on in acquiring a new skill could lead for more applied interest.
And, this thoughtful response from teacher_heather:
How will students learn to grow and change if they don’t learn to fail first? I couldn’t help but think of when I used to play Mario as a kid. I remember I would get so angry if I didn’t get past Bowzer to rescue the Princess. I would take note on what I did wrong, fix it, and finally rescue the Princess! Of course after hours of playing, I would get bored and voila! I would find a secret tunnel that would lead to another land and find a few hidden treasures along the way. If we give kids something to work towards through gaming, mixing math, science, etc. along the way and let them know that failing is okay, they would be more willing to do their best. I would have to say the same for teacher’s professional development.
To say I am proud to be working alongside such professionals would be an understatement.
So, what else is going on? I am encouraging players to set personal goals for themselves this week and gave them some examples: “I’m going to reach 300XP by week’s end.” “I’m going to unlock my first badge this week.” “I’m going to write a new blog post tonight.” I’ve also challenged them to explore ways that we can use 3DGameLab’s newest feature, Teams. Personally, I keep going back to Hogwarts, there. I just need a sorting hat.
Lastly, the secret quest series. To date, one player, iluveducating, has discovered the ninja, and has embarked on her quest to find the three hidden keys. As a “game designer” (yes, air quotes, there… term used very loosely), I’m torn between dropping serious hints, and simply letting it unfold over time. I’m leaning toward the latter, though it’s taking self-discipline!
In March, I’ll be presenting the pilot for the first time to our Board of Education and will also be doing a session at NCTIES 2015! Stay tuned!