Lisa Gottfried: New Tech High
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Where we are headed in Education and TPACK

7/6/2016

6 Comments

 
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When working with abstract models such as TPACK, I often reach for the immediate questions that result in looking at the world through this lens.  TPACK is all about how Technology changes how and what we teach and under what context we teach.  
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When experiencing or learning a new technology for the classroom, the first questions that come to mind for me include:
Why would I use this technology?  
How does it make my students, better, faster, smarter?
Does this make life easier for me or the students or are there more obstacles than value for learning?
Would a more low-tech answer still get the same results?
Does the new technology engage all of the senses? 
Is the technology just a "fancy pencil" or does it deepen learning or interaction?
If students use this technology, how will it change the interaction with the material?  
What new paths will open up by using this technology?
Will student use of this technology better prepare them for their futures in college or career or is the technology becoming obsolete?
Will this new technology last and be adopted by others out in the world or is it a passing phase?

Virtual Reality: TPACK Game Changer or Passing Phase?

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Recently, my high tech-hubby bought an HTC Vive, for business purposes.  But, we've been having great fun putting it through it's paces and trying all the games that are currently available for the headset including a 3D painting program, a Myst-like puzzle game, a bow-and-arrow game, some shooter games and a fun game where you shield yourself from spheres of light as you rock out to the music.  It's all a LOT of fun.  

I have to wonder, though.  Is this where education is heading?  Are we going to wind up like the characters in Ready, Player, One, where the teachers are virtual, the students go to a virtual school and they take virtual field trips, all through their VR headsets?  It's all going to depend on whether or not the audience for VR can grow past the current projected figures of 300,000 - 500,000 for this year.

Learning in a VR environment would certainly change every item in the TPACK model, from pedagogy, to content and knowledge to the very context in which learning happens.  

I see so many possible applications for the VR headsets, but as of now, wearing the devices can only be done for short periods of time, (it gets sweaty) and it's not a social thing yet.  You are using the device alone, moving through spaces alone and interacting with computer generated entities alone.  

But I could see teaching people all about certain body movements through VR.  It's the old wax-on, wax-off approach.  Want to learn martial arts?  Bat away a ton of sparkling balls of light in the right way, and you will soon have the muscle memory for defending yourself with out-blocks and in-blocks.  Want to work out your body to increase muscle tone?  What if you played a game that took you through an entire work out while you played.  

In teaching more academic content, want to learn about Mars? Why not go there?  Why not orbit for a while before landing on the surface to explore?  Learning about history?  Go visit the Palace of Versaille or a Medieval Castle, or better yet, live like a serf or a courtier.  Fully immersive technology, if it does catch on, will completely change what, where and how we teach.  Whether it's Virtual Reality or Augmented Reality, if the technology progresses and is adopted, the future of our classrooms will be totally different than the way they are now.  
6 Comments
Ann link
7/7/2016 01:34:08 pm

Hi Lisa,

What an interesting question to ponder about VR classrooms. It takes the flipped classroom to a whole new level! I'm now very sorry I missed out on getting to play with it at your house a few weeks ago. Sounds super engaging, but I agree that it would definitely change how our classrooms are designed.
I also really appreciated your list of questions that go through your head when contemplating a new technology. I had many overlapping questions with you, but a few I had never thought of, and should! So, thank you! It had never crossed my mind to ask if this technology would last or if it was a passing phase? Definitely food for thought as I continue to learn and investigate new programs and tools.

Ann

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Karla
7/7/2016 03:14:48 pm

Lisa, I love how you ask questions all the time. I think that is one of the things that makes you the amazing person you are! Your prediction of the future classroom sounds crazy-awesome!!! Thank you for exposing me to VR world in your home couple weeks ago! I could have stayed and played for hours!! The little time that I had with your VR toy/tool it is hard to say that is just a passing phase.

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Gary Markovich
7/7/2016 06:35:06 pm

Lisa, that is a GREAT set of questions you've listed for determining the value of new technology ("fancy pencil"--HAH!). Your vision for future applications of VR echoes the selling points of what I was first hearing when the World Wide Web was a "thing." (This was back in the day of 14400 dial up; 28800 was just a dream at that point, and 56,600? Pssh. Science fiction.) I remember my brother telling me "The computer screen is a window to the entire world!" VR, however, may be the thing that finally delivers on the promise.

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Jessica
7/13/2016 02:17:04 pm

Lisa....it saddens me and frightens me that we (teachers) could so easily be replaced by a Virtual Reality system....I am truly hoping that this won't happen....but if it does....after I retire....I would like to continue in my teaching career! :)

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Gary Markovich
11/12/2016 10:14:22 am

Hi Lisa,

I always look forward to learning from your contributions to our class. I've assumed the point of our blogs was for us, as blog authors, to receive critical feedback for our efforts in exploring digital/technological tools. However, I think I read your blogs, not to help you, but to help myself. Your responses, ideas and contributions to our classes have been as valuable as the planned content of our classes.

Had you considered teaching a Touro class?

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gamification for marketing link
7/9/2024 05:31:04 am


Great post. I was checking continuously this blog and I am impressed! Gamification in marketing employs game-like elements such as rewards, competitions, and achievements to enhance customer engagement and brand loyalty. It encourages interaction with brands through interactive experiences, boosting user participation and driving desired behaviors like purchases or content sharing. By making marketing campaigns more enjoyable and rewarding, gamification effectively increases customer retention and strengthens brand affinity in competitive markets.

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    Lisa Gottfried is a CTE teacher with 20 years experience as CEO of her own Video and Motion Graphics Production house. She currently teaches Digital Design at New Technology High School and at Touro University in the Masters of Innovative Learning program. She loves her job and her students!

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