Wednesday, June 15, 2016

Wearable Technology

http://raconteur.net/wearable-technology



Describe the Instructional Technology Trend

Wearable technology is, exactly as it sounds, any technology that can be worn on the body.  More well-known wearable technologies include the FitBit, Apple Watch, and Google Glass, but wearable technology includes many more devices and genres.  Wearable technology is used for security and safety (military), medical fields (chronic disease management), wellness (monitoring weight), sports and fitness (performance), lifestyle computing (gaming), communication, and fashion. 


How do you think this trend is going to impact learning/education?

Wearable technology is an excellent tool for collecting individualized data, and as discussed with learning analytics, data is a powerful tool for making informed decisions and personalizing learning.  As we continue to incorporate technology in our classes, wearable technology has the potential to make learning more custom to the individual, but also more collaborative and accessible between students and teachers.  For example, Google Glass can record experiences from the first person point of view, but that recording can be utilized by teachers to assess the attention the individual pays to different aspects of an activity.  The recording can also be used to facilitate class discussion on the individual performance by making that first person point of view visible to everyone in the class.


As an instructional technologist, what do you need to do to keep up with this trend?

As wearable technology becomes a larger part of our students' lives outside of school (i.e. FitBits & Apple Watches), instructional technologists can monitor developments for these devices that can be adapted to the classroom.  My favorite example (which I will discuss in more detail later in this post) is the use of Google Cardboard.  Most of our students have a smartphone, and Google Cardboard is a $15 viewer that turns a smartphone into a Virtual Reality tool. 


Provide three resources (an article, web url and a video) that provide more information on this trend and explain why these resources stood out to you.

Article: This article discusses a development in the field of Virtual Reality in popular culture: the Virtual Concert. As the article states, the logistics of the project are still under wraps, but the partnership with iHeartMedia is great for UMG, as it brings a huge listener base to this new project. 

Web URL: This slideshow features “The best Google Cardboard VR Apps” according to GreenBot.  The list includes games and entertainment, as well as features that can be applied for education and classroom use. 

Video: This video is a great introduction and overview of the power of Google Cardboard and the Expeditions program, allowing students to take “virtual field trips” around the globe (and beyond). 





Design one activity using this trend that can be applied for teaching and learning.

For this trend, I have developed two different lessons around the use of Google Cardboard in the classroom. 

https://itunes.apple.com/us/app/vr-exposition-for-vr-one-google/id969573416?mt=8

The first lesson is for visual arts: VR/Exposition is a free iOS application providing a virtual reality gallery experience.  Students can “walk around” this gallery and explore the art of Patrick Hughes and Cathalijn Wouters.  Students will record observations and/or answer questions provided by their teacher to discuss both their experience in the virtual gallery as well as their thoughts and opinions on the artwork on “display.” Classes can also benefit from discussing the similarities and differences between a virtual gallery and a live gallery experience.



https://www.youtube.com/yt/brand/downloads.html & https://play.google.com/store/apps/details?id=com.google.samples.apps.cardboarddemo

The second lesson is for band (and could be applied to any music class):  Students will select a video from 360 degree Videos #StepOnStage playlist.  After watching 1 minute of the video and taking advantage of the 360 on screen navigation features, students will enter Google Cardboard viewer mode and watch the next minute of the video with their Cardboard viewer.  Students will record their observations about the 360 degree video features with and without the Cardboard viewer, in comparison with a traditional video viewing experience.  After individual ideas have been recorded, students will pair with another student and discuss their observations.  Pairs will then share out to the full class about their likes and dislikes of the 360 video style and the viewing experience with Google Cardboard compared to a traditional viewing experience.



Re-use information that you shared for your main post in the discussion forum.

This SoundCloud on Wearable Technology was created as an assignment for EIST6120.  It covers my thoughts on Wearable Technologies in the classroom as well as a sample lesson using Google Glass in a band classroom.




References




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