The Further Adventures of Pokemon Go

using the appFollowing up on my earlier post about the current Pokémon Go craze and whether it might have any educational uses, I have since seen more posts about the possible uses of the app.



Teachers Explore Uses of Pokémon Go With Autistic Students - Teaching Now The phenomena of the mobile game Pokémon Go has been touted for its learning possibilities. It might also have particular benefits for children with autism.



Evaluating the Power of Pokémon Go: Q&A with James Gee - Digital Education James Gee, a pioneer of educational video game theory, talks about the benefits and potential downsides of the Pokémon Go phenomenon.



As Pokémon Go Becomes a Sensation, Ed. Experts Weigh Pros and Cons - Digital Education Proponents point to increased attention to cultural landmarks and opportunities to weave math and reading into the game, but skeptics raise concerns about data privacy and pricing.



 


Microsoft and Minecraft




Microsoft sees the potential of Minecraft. Hopefully, it sees its potential as a learning tool and not just as a way to make money. They acquired an existing version of the software, MinecraftEdu, from an independent developer, Teacher Gaming. 

MinecraftEdu provides products and services to educators to use Minecraft in the classroom. This includes a special version of the software, a cloud-based hosting solution for Minecraft classroom servers so students and teachers can connect and play together, a library of lessons and activities and a teacher community with 5,500 teachers in 40+ countries using it for STEM to Language to History to Art.

Microsoft will also launch a new version of Minecraft for schools this summer. They will offer a free "trial" version - so profit will certainly play a role in their plans.

I never taught or used Minecraft in any depth but it is very popular. Though I would classify it as an online video game, it is one where you build rather than just use virtual worlds using blocks. It is virtual world reminiscent of places like Second Life and The Sims (though not as sophisticated and not as graphic-intensive) that kids use as a digital sandbox, They can construct anything they want using mostly block-shaped materials. Kids may enjoy building and destroying things there, but educators connected to the constructive nature as a supplemental learning tool.

It has a user base of at least 22 million people. Kids discovered it and then teachers who saw that interest then found ways to use it for lessons. 

Microsoft does offer schools some productivity tools (Office 365 Education) free to teachers and students, and some teachers use Skype for videoconferencing platform, but Google has deeper hooks into schools. Google Apps for Education is used by more than 50 million students, teachers and administrators worldwide and certainly "Minecraft: Education Edition" is intended to help Microsoft get into more classrooms.



Read More

http://mobile.nytimes.com/2016/01/20/technology/microsoft-acquires-minecraftedu-tailored-for-schools.html
http://mobile.nytimes.com/blogs/bits/2015/11/16/youth-coding-event-gets-a-hand-from-minecraft/ 
http://money.cnn.com/2016/01/19/technology/microsoft-minecraft-education/index.html


Walking Around the Edge of the Google Graveyard

graveyardA lot of people panicked at the end of 2015 about stories in the media about Google planning to kill the Chrome OS that runs Chromebooks. Well, not kill, but merge with their Android operating system.

One group that would be hurt by that is schools. Many schools have invested in Chromebooks as an inexpensive platform for student computing. Purchases increased in the past two years due to the tech requirement for districts needing to administer the computer-based PARCC exam as part of the Common Core State Standards.

Some people have predicted that the Chromebook is headed to the "Google Graveyard," a virtual place filled with projects that the company launched, promoted and then pulled the plug on.

Do you remember Jaiku, Knol, Picnik, Reader or Wave? They are just a few of the big and small projects moved to the graveyard. The real tragedy is when educators invest time and effort, if not money, into building programs around any piece of free software or service, only to have it and their program fade into the tech sunset.

Well, that's not the case with Chromebooks, according to a Google blog post saying that it is still committed to Chrome OS.  "Over the last few days, there's been some confusion about the future of Chrome OS and Chromebooks based on speculation that Chrome OS will be folded into Android. While we've been working on ways to bring together the best of both operating systems, there's no plan to phase out Chrome OS."

The company has said before that it had plans to merge Chrome OS and Android. (In June 2014 at it's Google I/O conference, they showed an example with a beta method to run Android apps on Chromebooks.)

Still, the sunsetting of technology and in this case the sunset kills of Google products and services can wreak havoc in a school or company that relies on them.

Still, I am encouraged by Google's constant search for new thing and services. I recently read about Fluency Tutor™  which helps teachers to help struggling readers by making reading aloud more fun and satisfying. It is especially for struggling and reluctant readers, as well as students learning English as a second language.

Students record themselves reading and then share with the teacher, but in a way that is separate from the pressures of reading aloud in class. When I taught middle school, it was apparent very quickly which students dreaded having to read aloud in class. I knew that the experience was important to their learning, but also saw the pain it caused some kids.

Fluency Tutor works best for schools using Google Apps for Education (GAFE) as it integrates with Google Drive and Google Classroom. It works with most online content, so it can be used along with other online instructional programs.

Let's hope that if teachers implement it, it survives.


Digital Cheating (and prevention)

Cheating is not new. It is older than formal education. But the digital age has made plagiarism and stealing answers easier. This is a topic that you can bring up with teachers at any grade level and get engagement.

There is no solution. But there are techniques and some digital tools that can help.

I never received any applause doing an academic integrity workshop or presentation when I would say that I believed that the biggest cause for plagiarism and cheating is poorly designed assignments. I also believe the greatest prevention comes by teacher interventions.

But here are eight ideas from www.ISTE.org (follow link for details)

1. Create defined pathways

2. Use your digital resources (Turnitin.com, Plagtracker.com etc.) tempered with your best judgment.

3. Encourage collaboration and choose groups wisely. - allowing and even encouraging working together.

4. Don’t ask “cheatable” questions. On this one, I like one suggestion (which I have been suggesting for years based on a professor I had myself who did it many years ago): give all your students the same assignment, but make one aspect unique to each person, or add one unique element that is not going to be found online in connection to the general topic..

5. Communicate your expectations clearly.

6. Show them you’re paying attention. Let them know you use plagiarism-detection software. Have them do a test run and see the results. Wander the classroom during testing. Ask students to explain or reflect on a specific piece of an assignment to demonstrate their learning. Do it as a spot check, not necessarily every student for every student.

7. Do your research.

8. Give up. This last piece of advice sounds defeatist, but means pick your battles and don’t get bogged down with small issues.



njit



researchguides.njit.edu/academic-integrity