• Skip to main content
  • Skip to primary sidebar

VSTE

Virginia Society for Technology in Education

  • About
    • About VSTE
    • Committees
      • Advocacy
      • Awards
      • Education
      • Elections
      • Equity & Diversity
      • Finance
      • Outreach
    • Get Involved
    • Leadership
    • VSTE Corporate Council
  • Blog
  • Events
    • VSTE Calendar
    • Annual Conference
    • Annual Conference Archives
    • The Leading Ed Forum 2025
    • Power of Coaching 2025
    • Corporate and Conference Sponsorship Opportunities
  • Prof. Services
  • VCC
  • #VSTE25
  • Membership
    • Subscribe/Join
  • Contact
  • Facebook
  • Twitter
  • LinkedIn
  • YouTube
  • Search

Blog

When Hardware Leads to Hard Choices

March 11, 2020 by timstahmer

Everyone likes choices.

Teachers especially appreciate having options to accommodate the needs of their students. Today, the choices for instruction include an endless selection of apps for every purpose imaginable. Movement toward personalized learning that allows for student preference and keeps students engaged has led to a proliferation of apps that boast of specialized, customized, and interactive features, and teachers must be familiar with a large array of these tools and their purposes in order to select the most appropriate for the task.

But we often don’t have a choice about what type of hardware is deployed in the classroom, from the devices that students and teachers are using, to the type of projection displays in the classroom.

But even as the hardware choices for teachers may be narrow, one piece of instructional technology that has become more universal in nature despite that fact is the interactive flat panel displays now being utilized within many classrooms. Teachers can connect a range of devices by way of a choice of connection methods depending on the needs of the lesson, the needs of the students, or the preference of the teacher.

In addition, these universal interactive panels allow teachers to take advantage of the growing number of web-based presentation apps that can work on a variety of student and teacher devices, opening up the ability to collaborate with a wider audience and providing students with content delivered in an individualized setting.

Two popular apps for creating and delivering interactive presentations are ClassFlow and Nearpod. These apps are accessible on any device, for teacher and student. Students in the same room participating in the same lesson need not be on the same network or even the same type of device in order for all to collaborate. But the primary function of these apps that differentiates them from a traditional slidedeck-style presentation is the ability for the teacher to cast live content directly to the individual student device.

This can be useful for the teacher to control the flow of the lesson, allowing students to have direct access to the interactive materials embedded, while hindering distraction by directing their attention to a slide. Teachers can annotate or add content that can be automatically sent to the whole class or to individual students. Both apps also include the ability to embed standard document and slidedeck files that teachers frequently create, with Classflow also allowing teachers to import some proprietary file types for conversion. Both tools also offer a variety of quick, easy-to-create, and engaging app-specific activities that students can interact with during the delivery of the lesson.

With the support of these direct-to-device presentation casting tools, a teacher can create a classroom environment with a variety of seating options. Classrooms with seats arranged in straight, front-facing rows in order to passively observe the teacher are no longer necessary or ideal. Learning environments have evolved to include flexible seating options of desks arranged in pairs and small groups, and even some true “flexible,” non-traditional seating such as bean bag chairs or yoga balls. These seating arrangements need not directly face the “sage on the stage” in the front of the room, since these apps will deliver the content directly to the student’s device, wherever they are sitting and whatever direction they are facing.

Even with all the advanced features that these interactive apps have to offer, there will always be a situation where the simplest tool is best fit for the task. In cases where a substitute teacher may not have access to the class materials, or when just a quick sketch is needed to explain a concept, a board’s built-in whiteboard feature will do the job. Move this concept of a quick jot to the cloud, and Google Jamboard will easily upgrade the annotation by making it shareable.

These quick, primarily handwritten notes and explanations, automatically saved in the Google Drive, can easily be exported for use in other student resource tools such as a learning management system, where an absent student could still be a part of the moment captured in the classroom that they missed. Other apps used for this purpose may save to a proprietary file type or may require a few more steps and a USB drive to save and share annotations. Using the right web-based tool can take content from static to dynamic with the flick of a soft-tipped flat-panel pen.

Teachers must carefully consider the platform in which they invest their time into developing materials, as technology changes quickly and proprietary file types can unexpectedly become obsolete, leaving teachers in a lurch and looking for ways to salvage instructional materials no longer compatible with the hardware they have available. Taking advantage of the constantly updated and intuitive interfaces of web-based apps and moving toward a mindset of open-source materials will go a long way for teachers trying to adapt to the ever-changing landscape of instructional technology tools, giving teachers the freedom to make choices about their instruction that is in the best interests of the learners they serve.


Written by Amber Nordwall. Amber is an Instructional Technology Specialist at Plaza Middle, an IB World School, in Virginia Beach, VA.

Share this:

  • Click to email a link to a friend (Opens in new window) Email
  • Tweet

Filed Under: Blog, Front Page Middle, VSTE Voices Tagged With: classflow, hardware, interactive, nearpod, whiteboard

Gamification in the Classroom

March 9, 2020 by timstahmer

In nearly ten years of teaching, I have done a variety of things. I have taught Special Education, General Ed High School English, and even middle school Technology Education. Every year I try new things. I look for a chance to engage my students and myself in a way that is different than the year before. I’ve tried a lot of things, but nothing had had the dramatic impact on my way of teaching and my classroom climate that Gamification has had.

I have never considered myself a teacher who struggled with classroom management, but every teacher deals with behavior issues on some scale, and that is normal. I was always looking for a way to encourage students to actively participate in class and behave in an appropriate manner. One day, a friend told me about a new game she was playing with her students. She was playing Classcraft, and seeing some pretty cool things. I decided that, as a person who already loves video games, this could be just the ticket.

student presenting at an interactive whiteboard

The difference was almost immediate. The students were taking a lot of the burden of behavior off of me and regulating each other. Each student was on a team of 3-5, and their behavior directly impacted their teammates. Teammates don't like negative impacts. At first I was worried that there might be some backlash when a student caused damage to the team, but instead there was something amazing. Teammates were happy to help each other, but they were also taking the student aside and encouraging them to follow the rules in the future!

There are times when being a teacher is one of the hardest jobs I can imagine, and then there are times like this when I remember why I do this job. One of those moments was watching middle schoolers coach their peers in a positive and uplifting way. There really is nothing like it.

students working in a classroom

In addition to the behavior aspects of the game, we went on learning quests together and students could test their knowledge against bosses like Drakans and Raptals. Boss battles are a great way to gamify review, like when we played "Jeopardy" in school, except WAY COOLER! Students get the chance to battle individually or as a team. They also get the chance to protect and heal one another. This is a great way to get the kids actively participating in a knowledge review in addition to working on their interpersonal skills!

I have been teaching for nearly 10 years, and nothing revolutionized student behavior and engagement that gamifying my class did. I no longer heard things like “is this for a grade?” and “what happens to my grade if I don’t do this?” It helped me create an atmosphere where I was only grading the things that really needed to be graded and not feeling like everything had to be worth points just to get them to do it. They also would come to me begging for opportunities to earn more experience points so they could level up and get the newest gear or a new pet.

students working in groups in a classroom

While I found Classcraft to be a great tool for my students, I have seen the concept of Gamification used in a variety of ways. I encourage you to look into this education trend and see how it fits for you. Take your students on epic learning adventures instead of just doing units. Battle a Dragos together where everyone wins or loses as a group instead of busting out that Jeopardy Powerpoint you’ve had for the last decade. Take a chance on something new this year!


Written by Arcadia Parson. Arcadia is an Instructional Technology Specialist in Virginia Beach, VA.

Share this:

  • Click to email a link to a friend (Opens in new window) Email
  • Tweet

Filed Under: Blog, Front Page Middle, VSTE News, VSTE Voices Tagged With: classcraft, cooperative, games, gamification, learning

Thinking Outside the Blocks

February 3, 2020 by timstahmer

Roanoke County Public Schools has access to Minecraft: Education Edition. While the elementary and middle school levels have had no trouble finding projects for students such as recreating Jamestown or showing fractions with the building blocks, the high school level educators have been a bit skeptical. This year, however, I have had more teachers hop on board, due mainly to the desire and begging of the students.

Stadium constructed in Minecraft(click image for a larger view)

A Sports and Entertainment Marketing teacher approached me with a project her students were working on, looking for ideas of where they could build a professional football stadium. The students had to select an area in the United States that did not have a professional football team, propose a team to the ìtown councilî, ìsecureî a local corporate sponsor, design logos and jerseys, set pricing for tickets and concessions, and much more. She wanted the final stage of the project to be to build the stadium, complete with gift shops, parking garages, concession stands with prices displayed, and more. It took the students, working in groups of 3 to 4, about 4 weeks working half of the 90 minute block every other day to build their stadiums. The results are impressive. However, the teamwork, collaboration, and communication was even more impressive. Students had to work together to be efficient and effective in their building process. Skill levels of Minecraft ranged from novice to expert but that didnít seem to matter, there was a job for everyone.

Stadium constructed in Minecraft(click image for a larger view)

An Earth Science teacher was begged by students to come up with a Minecraft project. She found they were even choosing to play Minecraft (and would build content related items without her prompting) when they had completed all of their work! When she approached me about a project, we decided that the students should be given some freedom in their construction. They had been studying oceanography and their requirement was to show all parts of the ocean floor, complete with sea life (real and fiction), tools to study the ocean, and ways to show the current. As you can see in the picture, not all students chose to create their masterpieces in the Ocean Biome world. This group created a viewing boardwalk complete to view their ocean aquarium. While the students were very creative and often exceeded the expectations of the project, the most impressive aspect was the conversations students held during the building process. The amount of science vocabulary they were using was more than you could draw out of them during a worksheet or independent task.

ocean world constructed in Minecraft (click image for a larger view)

Lastly, the World Geography teacher was discussing human impacts on global regions and decided she wanted the students to use Minecraft to show the dangers of human impact and ways that it could be reversed. Students researched a given biome and had to answer questions before jumping into the Minecraft portion of the project. Once again, the vocabulary that emerged during the project was more than just normal teenage vernacular. The students were discussing real global issues and solutions. They were helping each other find ways to show the destruction in Minecraft and were very creative in their final results.

Building and yard in Minecraft (click image for a larger view)

Some drawbacks of using Minecraft in the classroom? The biggest fear my teachers have is that the students know more about the program than they do. And I tell them that is just how it is! Embrace it. You are the content teacher, you have given them the assignment. It is up to the student to build (which the majority of them know how to do quite well). They will most likely only ask content questions anyways. If a student has a Minecraft question, they often refer to peers or YouTube.

The biggest take away is the opportunity to see your students flourish in an environment where they are the most comfortable. They are collaborating, communicating, using critical thinking skills, being creative, and, depending on the project, thinking about how they can be better citizens. When it comes to education technology, Minecraft is a definite way to think outside the blocks, er, box!

Written by Kelsey Huffman, an ITRT in Roanoke County Public Schools.

Share this:

  • Click to email a link to a friend (Opens in new window) Email
  • Tweet

Filed Under: Blog, Front Page Middle, VSTE Voices Tagged With: minecraft, students, virtual, vr

Empowering Student Voice

October 30, 2019 by timstahmer

In case you haven’t heard, #FlipgridFever is a real thing! This educational tool has made quite a name for itself in the world of teaching. Amplifying student voice is key if we want our students to take responsibility for their learning and understanding, as well as being proud of sharing what they know. As teachers, we are trying to teach our students that we should respect each other’s rights, feelings, opinions, beliefs, and values. What better way to demonstrate that than using Flipgrid for students to share those things through book reviews amongst their peers.

A few Instructional Technology Coaches from Prince William County Public Schools put our heads together to create a collaborative Book Review project using Flipgrid as the main tool, so students could give personal reviews of books after they’ve finished. Students across multiple schools are able to share their reviews, as well as watch reviews from their peers. The students are being introduced to a larger peer group with differing ideas than they see in their own school buildings, enabling a broader perspective and larger conversation about their books.

Filpgrid allows students to share their thoughts on books with many other students, giving them the power to evaluate texts and empowering them to think actively about the texts, rather than just passively moving from book to book. Keeping students engaged in their learning is a challenging task. Teachers are always looking for student-centered activities that involve students incorporating their interests, while making their own choices. Flipgrid is the perfect platform to take student voice to the next level. We’ve seen students who rarely raise their hand in class review several books since we opened up our book review stations.

Not only are they working on their writing and oral language skills, but they are more confident in sharing their own voice on a forum like Flipgrid. While they may be shy in class, the feeling that they are alone when recording in front of a camera affords them the security they need to share their thoughts without the pressure of speaking in front of a group. They are reading, thinking about reading, and talking about their reading in authentic ways. Flipgrid has given purpose to their reading. This activity provides a win for students and the teachers!


Written by Sara Ross and Kevin Weaver. Sara and Kevin are both Instructional Technology Coaches in Prince William County Schools.

Share this:

  • Click to email a link to a friend (Opens in new window) Email
  • Tweet

Filed Under: Blog, Front Page Middle, VSTE Voices Tagged With: audio, flipgrid, language, students, voice

A Journey with Fredericksburg and Their AR Sandbox

October 28, 2019 by timstahmer

augmented reality platformA year ago we saw a video that showed a sandbox that was able to show a topographic map showing contour lines displayed from a projector, to a computer, to a Kinect camera. I thought I would share a little information on what Fredericksburg did to get that video to become a reality.

This all happened before the AR Sandbox became very popular (now you can purchase them online), so we enlisted help from folks around our school. Our former Director of Technology is a Master Craftsman, and while information was online on how to build it, he did a much sturdier version of the suggested specifications. It took about two months for the build to occur.students working in an augmented reality sandbox

In the meantime, we began to investigate computers and projectors that would support the specifications. In the end we settled with an Epson VS250 projector, and a Trident MS-B920 desktop with a GPU (Nvidia GTX 1060, DDR5 3GB). We would recommend however going with the BenQ short throw projector that they recommend, we thought the above-mentioned projector would be a little better, hindsight we should have stuck with their model.

Setting up the computer was straightforward; you need to only have a bit of knowledge of Linux to utilize the software. Having the online Linux community was very helpful. I will tell you from my experience now setting up 3 desktops with the Linux Mint version 18.3 Sylvia (MATE) was the best version. I know currently they are using 19.1. We had an issue with 19.1 and the graphics card not being recognized, so after many hours of backtracking, I went back to the 18.3 version and had success with the graphics card being recognized.
students working in an augmented reality sandboxSo why do this and what was the benefit and goal of using this AR Sandbox? First, to us it is all about students. This gives students a unique opportunity to explore hands on learning at its finest. Students can manipulate the sand and, in real time, be able to see the landforms change instantly. Students are able to manipulate the landforms to show water running downhill and where it travels based off of the topography, in fact, with the code, students can hold their hands out at cloud level and have it appear as if their hands have water coming down to augmented reality sandboxthe ground (with the addition of an evaporation command and a water command, students can see the water cycle in action). Being able to change the land in real time allows students to experience what would happen during a tsunami, hurricane, flooding, and storm surges. Talking about it is one thing, watching a video of it is another, being able to immerse yourself in it makes the learning so much more meaningful and in the end that is the goal.

Currently, we have our Sandbox at our Grade 3-5 school, and it is being utilized to teach students about watersheds, the water cycle, plate tectonics, and the impact that weather has on our planet. In addition to students coming down for lessons utilizing the sandbox, students are able to visit the library where it is housed and come in and explore it just as they would be able to at a museum. Teachers and students have reflected and have said what an amazing experience this has been. From my standpoint with it being all about students, I feel that this was an amazing addition to the already wonderful teaching we have going on in Fredericksburg. The photos in this post show the progress of our build and the students getting to use the sandbox during lessons.

The site that we used for the building design ideas, software, and hardware installation was from UC Davis. If you are interested in creating your own, use the information on their site. I know that it helped us out a lot. If you have questions or are interested in learning more, feel free to e-mail me and I would be happy to answer your questions.


Written by Josh Long. Josh is the Director of Technology for Fredericksburg City Schools and a member of the VSTE Board of Directors.

Share this:

  • Click to email a link to a friend (Opens in new window) Email
  • Tweet

Filed Under: Blog, Front Page Middle, VSTE Voices Tagged With: AR, Augmented Reality, diy, students

  • « Go to Previous Page
  • Page 1
  • Interim pages omitted …
  • Page 32
  • Page 33
  • Page 34
  • Page 35
  • Page 36
  • Interim pages omitted …
  • Page 49
  • Go to Next Page »

Primary Sidebar

Recent Posts

  • Common Sense Education Resource Share – April & May 2025
  • 2025 Outstanding Technology Teacher, Coach and Leader of the Year Award
  • New VSTE Conference Lead Named

Categories

Archives

  • About
  • Blog
  • Events
  • Prof. Services
  • VCC
  • #VSTE25
  • Membership
  • Contact
  • Facebook
  • Twitter
  • LinkedIn
  • YouTube
  • Search

Support

Copyright © 2025 Virginia Society for Technology in Education · Log in