The Socially Networked Classroom: Chapters 1 & 2
While reading the Socially Networked Classroom, I got drawn into chapter 2, where the author starts discussing integrating cell phones into the classroom. Interestingly, this comes up again in my research. I see teachers outside using the landscape around us to create measurements for math problems, search-and-solve games, scavenger hunts, and more. I have a vision of math problems overlaid in Augmented Reality (AR) that students can pull up on their phones while walking around the school courtyard. Being able to walk up to a statue in the courtyard and use part of the statue to solve a trigonometry problem, with angles already set up by the teacher.
This type of thing is already possible if you know how to program. But wouldn't it be better if the programming part were removed, so any teacher could set up the program with map points and angles, along with math problems, without having to learn programming? I have seen other programs that allow AR overlays across different types of experiences, making it easy to create scavenger hunts for students.
Yes, Chapter 2 discusses creating a deeper, higher-level of thinking without digital tools. But we are in a digital age where students are addicted to their phones and can't do without them for even a second. It is possible to create a learning experience with the students' phones as a key ingredient to how the learning works. Seems like students would ask for experiences like that more often and learn more from them.
I really like your idea of using phones to create AR experiences and scavenger hunts. It’s exciting to think about students applying math concepts in real-world spaces, like using angles on a statue or measuring around the school. I also think you’re right that technology can make learning more engaging, especially when it’s tied directly to what students are studying.
ReplyDeleteEven though phones aren’t allowed at my school, I try to find ways to let students use their devices at home for interactive activities or games. I think your ideas show how creative use of technology can make learning more meaningful and get students excited about the material.