24 Mayıs 2019 Cuma

Second Life


Second Life is an internet based virtual world in which people interact with one another via avatars and engage in a range of activities. They can explore the world, meet and form friendships with others and even exchange goods and services.
You use this environment to build virtual objects with the option to add interaction. You also create and personalise your avatar which can be a representation of you, the opposite sex, an animal or even an abstract shape.

Role of education in Second Life

 This virtual world enables people to undertake activities which include virtual meetings, training sessions and teaching via a virtual school or university. Many universities around the world have built an online version of their campus within Second Life and use this to give lectures, teach new skills or to enable students to work together on projects.
This is useful for students enrolled on distance learning programmes who are unable to undertake a traditional undergraduate degree due to a variety of factors. This type of system allows them the chance to meet and interact with other students as well as keep up to date with assignments. It can also prevent feelings of isolation and loneliness which can occur in students who work away from a university.
Many students are comfortable with social interaction online such as social networking sites, virtual worlds and games. They see this as a challenge – especially if they are keen gamers, and embrace it rather than ignore it.
But there will be students who are less enthusiastic about this technology and shy away from using it. The aim then is to encourage them to overcome any hesitation and learn by exploring. They are free to make mistakes and to undertake tasks in new ways. This means the onus is on the teacher or educators to create a safe environment where they can find their feet.
This is my avatar on Second Life!

15 Mayıs 2019 Çarşamba

EdX

I took Spanish course from EdX but I could not take certificate so here is my progress in course.









Sutori





Sutori (formerly HSTRY) was initially marketed as a tool for viewing and creating interactive timelines, but is now positioned as a tool to create interactive stories. The reality is that Sutori has much of the same functionality (and look) as its previous incarnation, but the shift toward stories is understandable since the tool can be used to present all sorts of information. The developer's pre-made stories still lean toward timelines, however, but the community contributions cover all subject areas. To get started, teachers can create classes and then send students codes to access shared timelines and to create their own. The timeline template walks users through the creation process, and the timelines are easy to edit and share. There are a number of features available, including text, images, videos, “Did You Know” call-out boxes, click-to-reveal text links, and multiple-choice quiz questions.

Click the link to look at my work!

https://www.sutori.com/story/vocabulary-activity--FG7pVbbD5MCFeKp1kDDb1CNj

9 Mayıs 2019 Perşembe

Flipgrid

Flipgrid is a website that allows teachers to create "grids" to facilitate video discussions. Each grid is like a message board where teachers can pose questions, called "topics," and their students can post video responses that appear in a tiled grid display. Grids can be shared with classes, small groups, or any collection of users interested in a common strand of questions. Each grid can hold an unlimited number of topics and each topic can hold an unlimited number of responses. Topics can be text-based or include a resource such as an image, video, Giphy, emoji, or attachment. Customizable security settings help protect student privacy.
Students can respond via the Flipgrid app or website with any camera-enabled device or by uploading a previously recorded video. Responses can be 15 seconds to five minutes, and a maximum recording time can be set. Teachers can also allow students to record replies to classmates' responses. There are a variety of moderation features teachers can turn on or off per topic. The CoPilot feature allows more than one teacher to be a grid moderator. Teachers have access to a help center and two active teacher communities: Disco Library for sharing grid templates and GridPals for connecting with educators and classrooms around the world.

Video games


Although video games have been seen as violent and dangerous in the past, educators are exploring the benefits of video games in the success of students recently. Nowadays, especially young students spend most of their times in the internet. So, this generation is called digital native which means an individual who born after the widespread adoption of digital technology. Considering this situation, teachers should integrate technology into their classes. Video games are one of the most effective use of technology in class. Rather than using traditional methods, educators can engage with students by using technology.There are a lot of video games which can be used in classroom envrionment and they brings lot of benefit to students :


  • Video games allow students to think as a network rather than on their own, and sets their minds free. 
  • Video games help students develop non-cognitive skills, like patience, discipline, collaboration, and problem solving.
  •  Video games increases a child’s memory capacity
  • Playing on games via the internet allows children the license to get used to how a computer works and thus it becomes second nature to them.
  •  It is something which helps children in later life as they develop their logic, their accuracy and their ability to think on their feet and outside of the box. 
  •  They obviously help their map reading skills and practical thinking. 
  • Video games create a common ground for young kids to make friends; allow kids to hang out; and provide structured time with friends. 
You can watch this documentary of BBC Horizon 2015 : Are Video Games Really That Bad











5 Mayıs 2019 Pazar

Nearpod

https://share.nearpod.com/ngF0TY9mrW



Nearpod allows teachers to construct presentations using the Nearpod website and deliver instruction to students by pushing content out to multiple devices at once.  The teacher controls the presentation from a master iOS device, while students follow along on a class set of iPods or iPads. To enliven instruction, teachers can also embed multiple choice questions, polls, videos, quizzes, open-ended questions, and web-links in their presentations. 
A few implementation notes about Nearpod:
  • Teachers may easily upload existing Powerpoint or Keynote presentations on the Nearpod website.
  • Nearpod can be a helpful student-centered BYOD tool.  Students may access a Nearpod presentation from any network using a browser and a five letter code.  Students who are absent may also follow your presentation from home or wherever an Internet connection is available.

Click the link to see my Nearpod!

https://share.nearpod.com/ngF0TY9mrW








Virtual Reality


What is Virtual Reality?
The definition of virtual reality comes from the definitions for both “virtual” and “reality” naturally. The definiton of virtual is near and reality is what we experience as human beings. So the term virtual reality means “near reality”. This could mean anything about but it usually refers to a specific type of reality emulation.
There are a lot of applications for virtual reality : Architecture, Medicine, Entertainment, Sport, Art and Education.
I want to give brief information about virtual reality in education.

Introducing a whole new concept in educational
technology: a ‘standalone’ Virtual Reality headset complete with a unique student-friendly interface, gesture controls, embedded educational resources and simple-to-use teacher controls. ClassVR is a groundbreaking new technology designed to help raise engagement and increase knowledge retention for students of all age.





The strongest proof that virtual reality can make good for the education system is, in a way, the human brain. The fact is that the brain tends to remember 10% of what it reads, 20% of what it hears, and 90% of what it does or simulates.
• Virtual Fields Trips
The most common and obvious use of VR is providing the ability of virtual visits to distant or physically inaccessible places.
• Special Education
For people with the physical disabilities studying and exploring the world through a VR headset is a great option to get educated.
• Content Creation
Currently, virtual reality courses are most often created for the science and history classes. Though in fact, the virtual format can be applied to any subject and theme.
• Medical Programs
The big part of investments in VR education is directed towards training medical students and personnel. Different trainee programs are aimed to prepare doctors and nurses, and simulations help practice different clinical cases and improve skills.
• Distant Learning
With VR, online learning becomes more convenient and can even provide the sense of presence. Potentially, virtual classes have a chance to compete with traditional schools, but only as soon as VR becomes affordable.






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