Digital Learning at Grant Wood AEA
  • Home
  • Learn
    • Summer Summit
    • ITEC 2019
    • Iowa 1 to 1
    • Green Screen
    • Stop Motion
    • Physical Computing
    • Free Media
    • AR/VR in Schools
  • Think
    • Blog
    • BrightBytes
    • Tech Coaches
    • Blended Learning
    • Think Make Innovate
    • Edtech Take Out
  • Grow
    • Pear Deck Resources
    • Makerspaces
    • Google Expeditions
    • GWAEA Online Resources
    • OER
    • Computer Science
  • COVID19
  • Contact
  • Home
  • Learn
    • Summer Summit
    • ITEC 2019
    • Iowa 1 to 1
    • Green Screen
    • Stop Motion
    • Physical Computing
    • Free Media
    • AR/VR in Schools
  • Think
    • Blog
    • BrightBytes
    • Tech Coaches
    • Blended Learning
    • Think Make Innovate
    • Edtech Take Out
  • Grow
    • Pear Deck Resources
    • Makerspaces
    • Google Expeditions
    • GWAEA Online Resources
    • OER
    • Computer Science
  • COVID19
  • Contact

Getting Started With Tour Creator

3/1/2019

1 Comment

 
An night scene of Big Ben and the houses of parliament in London, England
If you've been mesmerized by the virtual tours in Google Expeditions and have wondered about creating your own, then Google's Tour Creator is exactly what you need. Tour Creator makes it easy to build immersive 360 degree tours on the web with a Mac, PC, Chromebook or iOS device. Viewers can watch your tour on the web, on a mobile device, or in a VR headset, and if you sign in to Tour Creator with the same account you use for Google Expeditions, you can even lead your students through your VR tour via the Expeditions app!

From Consumer to Creator

When Google Expeditions first came out, it wowed us with its immersive views of locations all around the world. Well crafted tours that include multimedia elements and good probing questions help involve students in the learning, but the logical next step was to move from consuming tours to creating tours.

Tour Creator is a web-based VR tool that gives you that ability. You can access it by visiting, vr.google.com/tourcreator. Teachers can log in with their school Google accounts, however, it is not part of the core tools provided by G Suite for Education, so when creating tours with students, it is probably best used with kids aged 13 or over.

How to Create with Tour Creator

Once you login you can choose to create a new tour from scratch, or to build a tour from one of Google's template tours. The templates give you a better idea of what a finished tour looks like, but if you've used Google Expeditions before, you will already have a good sense of what a completed tour looks like, so don't be afraid of starting from scratch. Here's how it works.
  1. Upload a cover image, and add a title, description and category for your tour.
  2. Add a scene. Search Google Maps for a Street View image or upload a 360 image of your own. Add a title and add any notes, questions or talking points to the description box.
  3. Include Audio. If you want you can upload an ambient audio track to help people experience your scene as if they were there. You can also add an audio narration to help describe the scene. Both are optional, but if you are interested, simply upload an MP3 file as required.
  4. Points of Interest. You can add additional information to a scene with points of interest. All you do is click the points of interest button on the right-hand sidebar and then add a title and a description. You can add an image overlay and/or an audio description for each one you add.
  5. Publish. When you are done, hit the Publish button and choose whether you want your tour to be public on the web, or unlisted (anyone with the link can access). Tours are published to Google Poly where you can view your tour or share to social media, grab an embed code, or use in Google Expeditions.
Screenshot of the Tour Creator editor showing a scene at the Google Campus in California

5 Top Tips for Tour Creator

  1. To use a Tour Creator tour on Google Expeditions, connect your Android guide device to Wi-Fi and the tour will automatically appear in your My Tours Library on the latest version of the Expeditions app. Hopefully this feature will come to iOS too, but right now it is Android only.
  2. Set a starting view for each scene by clicking the button in the bottom left-hand corner of the screen. Click and drag around the image to choose what you want students to see when they first view each scene, and think about ways to use this to your advantage!
  3. Use a 360 camera like the Ricoh Theta to capture your own images for use in Tour Creator. If you are a school in the Grant Wood area, you can borrow one of our cameras. Contact us!
  4. Joli Boucher recommends using the YouTube Audio Library to find ambient music for your tour. Grant Wood AEA schools can also use Soundzabound. You can see more royalty free music options are here.
  5. To edit a tour after you have published it, log in to Tour Creator and click on the tour to open it. Next, choose the scene you want to edit and click Publish to update and save your changes.


If you are interested in learning more about Tour Creator or want to explore different ways on how to involve your students in virtual or augmented reality experiences, please get in touch!
Jonathan Wylie | Digital Learning Consultant | Grant Wood AEA | @jonathanwylie

More in this series:
  • Getting Started With Merge Cubes
  • Getting Started With Google Expeditions AR Tours
1 Comment

Getting Started With MERGE Cubes

1/24/2019

2 Comments

 
A girl wearing a VR headset while looking at a MERGE cube she is holding in her hand
If you are looking for a way to add a new dimension to teaching and learning in your school, the MERGE Cube might be an option worth considering. This versatile foam cube offers a variety of virtual learning experiences for students, and if you already have mobile devices in your classroom, it can also be very affordable. Here's what you need to know.

What is the MERGE Cube?

It's a foam cube that has some unusual patterns on each of the six sides. When you scan one of those sides with a compatible app, the cube turns into an interactive augmented reality experience! You can move and rotate the cube in your hand to see your AR object from every possible angle. The MERGE Cube needs apps for either iOS and Android devices and can be used with or without a set of VR Goggles, depending on how many free hands you need.

How to Use the MERGE Cube

Using a MERGE Cube requires a mobile device that runs iOS or Android. This can be a cell phone or a tablet like an iPad, and a stand for a mobile device is included with your MERGE Cube, so don't throw away all the packaging in case you need that mobile device stand!

Next, install a MERGE Cube app from the App Store or Google Play Store. A good one to start with is the TH!NGS app. It's not really an educational app, but it has a variety of different mini experiences that will give you a flavor for everything that the cube is capable of. Another great app for 1st time users to try is the 3D Museum Viewer.

Once you have it installed, open the app on your device, walk through the getting started guide, and hold the merge cube in front of the camera, or put it on a table and point your device at it. Each side of the cube offers a different experience, so be sure to explore all sides. MERGE sell an AR/VR headset that was designed to be worn while using the cube, but this is an optional accessory and is not required for any of the apps you might use.
An animated GIF of a teacher using a MERGE Cube in her classroom

Making Curricular Connections

The MERGE Cube is one of those things that has lots of educational potential, but it wasn't created for education, so teachers will need to wary of how they intend to use it. Luckily, help is at hand. MERGE have created three PDF guides that give some suggestions on which apps are most suited for a particular grade level, as well as some ideas for the subject area it would be best suited for.
  • MERGE EDU Apps for K-5
  • MERGE EDU Apps for 6-8
  • MERGE EDU Apps for 9-12

You can also check out MERGE's curation of educational AR and VR experiences at the MERGE Miniverse. Here you will find a selection of apps and 360 videos that can be used to help support learning in your classroom.

Here is a couple more ideas for using MERGE Cubes in the classroom:
  • 3D Printing with Object Viewer for MERGE Cube
  • Math with MERGE Cube

Using MERGE Cubes With Other Services

If you are looking for ideas for moving beyond the mobile apps, and are looking for more creative uses for your MERGE cube. Try one of the following integrations:
  • Convert Paint 3D and Tinkercad creations into virtual objects via the Object Viewer app. Start by creating your 3D object, then upload it to www.MINIVERSE.io where your object will be given a code. Use this code in the Object Viewer app to see a virtual version of your 3D model in the palm of your hand. Teachers can create a class account and record all student codes in a spreadsheet so that students can view each other's creations.
  • If you prefer to work with physical objects, try the Qlone app. It allows you to scan a 3D object with your mobile device and turn it into a digital object. Students could use an app like this to scan something they made in your makerspace, and then upload it to www.MINIVERSE.io and use the Object Viewer app to see your creation digitally on the MERGE Cube. (Note that Qlone requires payment for unlimited exports).
  • CoSpaces has an add-on pack that lets you create virtual worlds for a MERGE Cube. It allows you to place content anywhere on, inside and around a virtual cube to create your own hologram. The MERGE Cube add-on for CoSpaces requires a PRO account. Learn more here: https://cospaces.io/edu/merge-cube.html

5 Top Tips for Using Merge Cubes

  1. If you only have one MERGE Cube, consider connecting your mobile device to a projector so that a larger number of students can experience it at one time.
  2. If you have a few MERGE Cubes, try creating a AR station for your kids to work on as part of a blended classroom experience.
  3. Go hands-free. Not apps will work for this, but some teachers suspend their merge cubes in the air with fishing line to students can walk around them without holding them.
  4. Use screen recording on your device to get a record of students explaining what they learned on a particular topic using the MERGE Cube.
  5. The MERGE Educators Facebook group is a great way to connect with like minded teachers and keep up to date with the best ways to use MERGE Cubes in your classroom.

Bonus tip: Try before you buy with this paper version of the MERGE Cube.

Jonathan Wylie | Digital Learning Consultant | Grant Wood AEA | @jonathanwylie
 
 
More in this series:
  • Getting Started With Tour Creator
  • Getting Started With Google Expeditions AR Tours
2 Comments

Getting Started With Google Expeditions AR Tours

1/16/2019

2 Comments

 
A hand holding a smartphone in the park. The smartphone shows the Pokemon Go game on the screen. People are walking in the park.
When Google launched virtual reality tours with Google Expeditions, schools were quick to embrace the educational opportunities that they offered to help bring learning to life. However, the introduction of augmented reality tours last year helped take this idea to another level. In this post we will take a look at how Expeditions AR tours work and how to get started using them.

Virtual vs. Augmented Reality

Merriam-Webster defines virtual reality as, "an artificial environment which is experienced through sensory stimuli (such as sights and sounds) provided by a computer and in which one's actions partially determine what happens in the environment." This means you could be in Paris, on the moon, or under the ocean without even leaving your classroom. Virtual reality typically requires some kind of headset in order to participate in the experience.

Augmented reality is defined as, "an enhanced version of reality created by the use of technology to overlay digital information on an image of something being viewed through a device (such as a smartphone camera)." It's like having a virtual object in the real world, as demonstrated in the video below with the chameleon on the log. Augmented reality does not require a headset in order to participate in the experience. All you need is the screen on a smartphone or tablet.

Device Requirements for Expeditions AR Tours

Google's Expeditions AR tours can be used on either iOS or Android, but not all devices are compatible with this new technology. On iOS, you need devices that are capable of running the ARKit framework. This means you need a 2017 iPad, (or later), or you can use an iPhone 6S or newer.

On Android, your device needs to be able to run ARCore framework, which means it needs to be running at least Android 7.0, (although some devices require Android 8.0). Google has a list of compatible devices on their developer website.

Lesson Planning With Google Expeditions AR

Although Expeditions AR are a lot of fun to play with, the best way to use them is to enhance an existing lesson. I'm a big fan of the lesson template that Google put together for teachers. It makes you think about what you will do before the tour, during the tour, and after the tour. Following this kind of outline helps ensure that Expeditions tours are not just an isolated experience, but are instead connected to standards and learning outcomes as part of a holistic learning experience. You can view, and make a copy of, the lesson planning template here.

Using Expeditions AR with Students

Google Expeditions AR tours can be used as a standalone experience, or as part of a class tour that is led by the teacher. The teacher led experience is very similar to leading an Expeditions VR tour, but there are a couple of notable differences.

The biggest change is the markers. You will want to download and print these out before you begin your tour. Students will scan these markers to see the object you want to show them. You can get your copy of the AR markers in the app by tapping the menu button and then tapping "Help with Markers", or you can click here to download a copy right now!

Place the markers around the room so that your students have adequate space to experience the objects from the tour. The markers have numbers on them, but the numbers are really just to help with classroom management because they all show the same AR object when the tour has started. So, just assign some students to marker #1, some to marker #2, and so forth.

Next, open the Expeditions app and choose the AR tour you want to lead. You can search for AR tours in the app, or see all the available tours in this handy spreadsheet. Once you start the tour, your students can scan the markers to access the objects you want to show them.

For more tips and troubleshooting advice on leading an Expeditions AR tour, see Google's guide.

5 Top Tips for Expeditions AR Tours

 Here are some helpful hints to help you make the most of Expeditions AR tours:
  1. Some objects are very large. Pinch the object with two fingers to resize it.
  2. Drag two fingers up and down the screen to raise or lower the object after it has been placed.
  3. Touch and hold on an object to create a spotlight that can be used to highlight specific areas.
  4. Use selfie sticks with larger groups of students to help them navigate around an object.
  5. Record your device's screen to make a video of your AR tour or have students "show what they know" by retelling their knowledge of a particular object while recording.

If you have tips of your own that you would like to share, please leave a comment below!

Jonathan Wylie | Digital Learning Consultant | Grant Wood AEA | @jonathanwylie

 
More in this series:
  • Getting Started With Merge Cubes
  • Getting Started With Tour Creator
2 Comments

Thoughts on #ARVRinEDU & Technology in Schools

3/13/2018

0 Comments

 
Picture
Image from Pixabay.com
Today, I read a really great blog post by Bill Ferriter called Simple Truth: Technology Changes. The Skills We Believe in Don't. It's a reminder to edtech enthusiasts that good instruction starts with the skills and ideas we want students to learn, and not with the latest tech tool that we saw on twitter or heard about on a podcast. This is something that we strongly believe in at Grant Wood AEA. It's a mantra that we try to reinforce in everything that the Digital Learning Team does.

As Ferriter rightly points out, technology is always changing. There will always be new and interesting apps and websites for teachers to use for things like formative assessment, digital storytelling, student feedback, digital portfolios, and more. Sometimes we can see an immediate connection between the tool and the learning objectives we have for our students. Other times, it's harder to make that connection, or we need to think deeper about it's true relevance and possible impact.

Recently I have found myself drawn to the wave of enthusiasm that surrounds augmented and virtual reality. I think that there is huge potential here. I really believe that these mixed reality tools could be something that we look back on one day as a way that technology made fundamental changes to the ways that students learn and interact with content. It might look like science fiction now, but one day it may well be science fact.

I say this with personal experience, because if you've been to an edtech conference in the last six months, you've probably seen something like an HTC Vive or an Oculus in the vendor hall. I did. I tried one on at the ITEC Fall Conference and was blown away. It was immersive, engaging, and unlike anything else I have ever done. However, as I flew high above a forest on a winged horse, and drove around a desert in a tank, I reflected later that it was also lacking in any real educational application. It was an amazing experience, of that I have no doubt, but it was not one that I could immediately see a need for in the classroom.

So, I remain cautious. Josh Allen says that if technology is an event in your school, you're doing it wrong. Does technology become and event in your school when you break out the Google Expeditions? Is AR & VR just another way of presenting content, or is it truly transformational? Does it encourage a learning approach that emphasizes consumption over creativity? Is the content that is being produced for AR and VR systems targeted enough to support classroom instruction, or are they really just educational games. Can AR & VR be used to personalize learning? Will it ever get to a point where it is affordable for all schools and be scalable?

These are some of the questions I am starting to wrestle with. I'm not going to tell you that I have all the answers here, because I don't. I have some ideas, but nothing more concrete than that. You see, part of my job at Grant Wood AEA is to look for emerging edtech trends. I get to be an early adopter of new technologies and research ways that they can be used to enhance teaching and learning. It's an exciting and invigorating thing to do, but despite the grandiose claims of a visionary startup's marketing department, not every app, website or product is going to be the game changer it might sound like. Some improve and evolve over time. Others just die and fade away.

So, if you haven't done this for a while, take a few moments to calibrate your edtech compass. Think critically about what you want your students to do with technology, and how you are using the technology that you have access to in your classroom. If you need some ideas, take a look at Bill Ferriter's image below and remember that technology is a tool, not a learning outcome.
Picture
This image, “Technology is a Tool” is copyright (c) 2018 William Ferriter and made available under an Attribution-NonCommercial 2.0 Generic (CC BY-NC 2.0)

Jonathan Wylie, Digital Learning Consultant
jwylie@gwaea.org - @jonathanwylie
0 Comments

Creating an Immersive Digital Experience

1/16/2017

0 Comments

 
Picture
What's the big deal about virtual reality?
What can I do with these new VR headsets?
This is really just an expensive toy - right??

Virtual Reality has been everywhere this year. And more than one household or classroom now has VR headsets thanks to the Christmas buzz!

​You could say that our DLGWAEA Christmas present came a bit early- when the Google Expeditions kit arrived this fall.  We have had a flurry of requests and opportunities to share Expeditions with classrooms and teachers across Grant Wood Agency, including a full day workshop that was held in early January.

Picture
Through all this interest one question remains for many educators and parents...  "Is this just a glorified toy?" 
​
“NO!”  I want to say loud and clear.  

But,  just saying no is really not enough.  Instead, I want to share an experience I had that demonstrates how this tool can be incorporated into the classroom to take student learning in a different direction.

Picture
This story begins with my new favorite book - Amplify! by Katie Muhtaris and Kristin Ziemke! This practical guide provides ways for teachers to bridge the gap between traditional and digital teaching methods.   It is one of those books that the more you read the more you want to share with others.  

If you haven't picked up your copy - I would highly recommend it!  It's great!

Picture
I can't take credit for discovering this book - it was recommended to me by Kristine Kliewer, an instructional coach at a local elementary school.  Kristine didn't just recommend it though, she also invited me to be part of a book study for one of the schools where she works.

Planning this study has been a rich experience for me - thanks to the discussions and ideas generated by the leadership of  Kristine and Ann Langenfeld, building principal.  This dynamic team is impacting student learning in so many ways!


As we dug into this book we really wanted to help the teachers compare and contrast different digital and analog tools.  Our goal was to help them move beyond digital=good & analog=bad to a deeper conversation.  One that focuses on the merits of all tools, since our ultimate goal is preparing students for work with a full toolkit of both digital and analog tools.  

Picture
And that brings me to the Immersive Digital Experience lesson.

We started with an essential question:  
          
How has climate change impacted coral reefs?
And added a standard:  
          
RI.6.7:  I can integrate information from various sources to develop an understanding of a topic or issue.

To set the stage for these Iowa students who are far away from a coral reef, we began with guided exploration of a reef using a Google Expedition.  Adding music to this exploration took it to the next level.  

Picture
Then the group broke into two. The pink group read an article online and created a sticky note chart with their new learning and additional questions. The blue group read a printed article and created a padlet of their new learning and additional questions.

Then we brought the groups together to discuss both the content and the process.  We created a pro and con table of the different elements as we talked.

What did we learn?  

  • Seeing the reef and hearing the music made the reading much easier to understand. As learners there was a 'hook' for the new learning to connect with.  
  • More group content discussion happened with the group who read the printed article.  It seemed like they could see when others were finished and started discussing this intriguing article before they went to the online padlet tool.
  • ​Reading the online article included images that added to that group's understanding - but logging into the site took a long time and was a hinderance for some.


Bottom line - VR tools need to be embedded in the art of teaching.  A VR tool in isolation can just be something bright and shiny.  When a teacher pairs a a digital tool with their own depth of teaching knowledge the world opens up for students in a different way.

​​​​​~Beth Swantz
@betswan

0 Comments

    Connect



    Blog Feed

    RSS Feed


    Like Us on Facebook

    Digital Learning at Grant Wood Area Education Agency

    Promote Your Page Too

    Our YouTube Show

    Picture

    Our Podcast

    Picture

    Our Tweets!

    Tweets by @DLGWAEA

    Authors

    Stacy Behmer
    Jonathan Wylie
    Gina Rogers
    Amber Bridge
    Beth Swantz

    Mindy Cairney
    Lynn Kleinmeyer
    Corey Rogers


    Archives

    January 2021
    December 2020
    November 2020
    October 2020
    April 2020
    March 2020
    February 2020
    January 2020
    December 2019
    November 2019
    October 2019
    September 2019
    May 2019
    March 2019
    February 2019
    January 2019
    December 2018
    November 2018
    October 2018
    September 2018
    August 2018
    May 2018
    April 2018
    March 2018
    February 2018
    January 2018
    December 2017
    November 2017
    October 2017
    September 2017
    August 2017
    June 2017
    May 2017
    April 2017
    March 2017
    February 2017
    January 2017
    December 2016
    November 2016
    October 2016
    September 2016
    August 2016
    May 2016
    April 2016
    March 2016
    February 2016
    January 2016
    December 2015
    November 2015
    October 2015
    September 2015
    August 2015
    July 2015
    June 2015
    May 2015
    April 2015
    March 2015
    February 2015
    January 2015
    December 2014
    November 2014
    October 2014


    Categories

    All
    3d Printing
    4Cs
    Assessment
    Augmented Reality
    Best Of The Web
    Blogging
    Board Games
    Coding
    Collaboration
    Communication
    Computer Science
    Connected Classrooms
    Creativity
    Device Deployment
    Digital Citizenship
    Digital Classrooms
    Elementary
    Flipped Classroom
    Formative Assessment
    GAFE
    Google
    Google Apps EDU
    Google Expeditions
    Green Screen
    Hattie
    Innovate
    Ipad
    ISTE
    Literacy
    Make
    Makerspace
    Office 365
    Pear Deck
    Personalized Learning
    PLN
    Podcast
    Professional Learning
    Research
    Service Learning
    Student Choice
    Think
    ThinkMakeInnovate
    Update
    Video
    Virual Reality
    Wakelet
    Web 2.0
    Youtube

Grant Wood Area Education Agency extends equal opportunities in its employment practices, educational programs and services, and does not discriminate on the basis of color, gender, race, national origin, religion, creed, age, sexual orientation, gender identity, marital status, disability, veteran status or as otherwise prohibited by law. If you believe you or your child has been discriminated against or treated unjustly, please contact the Agency’s Equity Coordinator, Maria Cashman, at 319-399-6847 or 800-332-8488. Grant Wood AEA, 4401 Sixth St SW, Cedar Rapids, IA 52404.

It is the goal of Grant Wood Area Education Agency that the information on our website be accessible to individuals with visual, hearing or cognitive disabilities. Good faith efforts have been made to ensure that our site complies with the world wide web consortium’s web content accessibility guidelines. Learn more here.