OLTD 508 Reflection 2 – Major Project – Option 1 – Sandbox assignment using Minecraft

OLTD Learning Outcomes:

  • Scaffold digital citizenship from K-12 to professional level of educators
    • Consider responsibility, accountability and civility in online environments
  • Integrate current cognitive learning and brain-based learning theory
    • Examine current research around best practices and emerging practices
  • Develop practical and technical skills in all phases of concept, development, design, implementation, etc.
  • Develop skills to optimize learning experiences through personalization
    • Based on characteristics, needs, stages of development, current 21st Century personalized learning mandates, etc.

Evidence to Support Outcome:

Reflection to Support Evidence:

This evidence piece was the final major project submitted in OLTD 508 for Spring 2015. The video details how Minecraft could be used as an educational game in two contexts – Biology 12 and Science 7. There are strengths to using this tool, but there are also challenges that should be carefully considered before it is used with students.

Many of the challenges associated with using Minecraft as an educational game in the contexts I considered is the need to scaffold the exercises and the amount of time that would need to be invested. Allowing students to access regular Minecraft, as opposed to Minecraft Edu, also presents significant challenges in terms of digital safety and digital citizenship. Creating this assignment allowed me to become very familiar with Minecraft, but it also gave me the opportunity to connect with more experienced Minecraft players in order to learn more about it. Due in part to its simplicity, Minecraft is extremely customizable and can be personalized to students’ needs with some work on the part of the teacher (provided they know how!) which is very powerful. Minecraft also allows student to explore, troubleshoot and create – getting at higher order thinking skills – and encourages deep engagement and deep learning. Although my comfort level may not be where it should in order to conduct the lessons with live students, the experience of working with a tool like this and being frustrated into learning new things was extremely valuable. I don’t think these types of activities would speak to all types of learners, and would either need to be part of the options they can pick in order to complete a project, or would require significant teamwork and scaffolding.

It is important when considering educational games, mobile apps or other digital tools to ensure that the students are sufficiently supported in using the tool so they can be successful. An added complication of many mobile technologies is the built-in sharing that removes the walls around what students are doing and allows them to showcase their work more widely. It is critical in those circumstances to ensure that students are prepared for that level of exposure, and that they are supported in interacting in the online environment. Use of mobile technologies and games should always transform what is happening in the classroom, and games are very good at accessing a level of understanding and engaging students in ways it is difficult to do in normal circumstances. Although that is a wonderful use of the tools, without careful planning and critical assessment it can be very challenging for students to find success in these environments, so it is the teacher’s role to facilitate the student experience to help them find that success.

OLTD 508 Reflection 1 – Developing an Evaluation Rubric for Selection of Mobile Apps

OLTD Learning Outcomes:

  • Become familiar with common terms, definitions and elements related to online environments
  • Critically assess and evaluate resources for best practice in online learning
  • Create assessment and evaluation methods/tools most suitable to the strengths and challenges of online environments
  • Develop skills to optimize learning experiences through personalization
    • Based on characteristics, needs, stages of development, current 21st Century personalized learning mandates, etc..

Evidence to Support Outcome:

Reflection to Support Evidence:

This evidence piece was created in Spring 2015 during OLTD 508. This evidence piece is a Google Doc that was shared between myself and Darci Gilmore. We used this Google Doc to create an assessment tool for educational use of mobile apps. The document contains an explanation of our rubric categories. We also assessed several apps using our rubric and provide detailed information on how they were rated.

The completion of this assessment tool and review of mobile apps for education allowed me to become familiar with some of the research around mobile apps for the classroom. The creation of the rubric categories was based on research as well as personal and professional experience. We focused on transformative use of mobile apps in education, because many apps and other tools are used simply to replicate an existing activity instead of making an activity better or trying something new and different to get at the same learning outcomes. We also had categories focused on the abilities of the mobile app to differentiate activities or personalize them. Given that many mobile apps are made with education in mind, while many others are simply repurposed by educators, a clear idea of how these apps can be used to transform existing practice to personalize learning for students is important to their successful use in the classroom.

Being able to critically and objectively assess the usefulness of a tool in the classroom allows faculty to focus time and effort on tools that can be more transformative in their practice. With the ever-expanding options for mobile apps, and the marketing some get as “educational”, without a critical eye it could be quite easy to forget key factors – like the ability to personalize and share learning – when evaluating a tool. Especially in the case of mobile apps – where students are more likely to be accessing a tool 1:1 – it is critical to think of how using a mobile tool can enhance or improve what would normally be done in the classroom. With the busy pace of teachers lives, they must prioritize which tools are worthy of full investigation. Those mobile tools that are best suited to online learning will be the most transformative and allow for the biggest shift in sharing, personalization or accessibility.