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Transcript of Google Expeditions
Beth Soons M.Ed. ITEC 7445
What is Google Expedition?
Demographics for Google Expedition
Equipment & Software Requirements
Here is a list of equipment needed for Google Expeditions:
1. Google Cardboard or Matell's Viewmaster
2. A Smartphone and charger
3. The Google Cardboard App
4. A tablet or ipad for teacher navigation
5. Headphones (optional)
6. Speaker/s (for ambient sounds)
7. Wi-Fi Connection
Google offers 24/7 support. All you have to do is "Google it"! In addition to offering a help center, Google has created tutorials on how to get started, adding your own VR videos, and navigating the entire platform. Google has also curated a FAQ (frequently asked questions) section in the help center for your convenience. There are help forums available as well as up to the minute status reports in the even that an app is experiencing setbacks.
As far as funding, I would like to write a Decatur Education Foundation grant in order to purchase one or two class sets. Last year DEF awarded $30,917 in teacher innovation grants! As a grant recipient, I can attest to the ease and success of the process. In addition, in order to cut cost and pilot a kit before purchasing hardware, we can have a smartphone drive and ask parents to purchase the cardboard for their children just as we ask for personal headphones!
Classroom & Curricular Benefits
There is no argument that could dispute the growth and innovation of technology in the past 10 years and the necessity for technology savvy students is also exponentially growing. Below you will find the link for a breakdown of technology as a requirement in the Common Core Standards created by Ben Rimes (2015),the director of Curriculum & Instructional Technology for the Mattawan Consolidated School . His work pinpoints the standard for technology and digital use in every content standard for grades K through 12.
In addition to Common Core content standards, the ISTE standards that are addressed with the use of Google Expeditions are: 2a, 2b, 2c and 3a
Google Expeditions is a collection of panoramas (360° photo spheres),3D Images and Video, as well as Ambient Sounds for classroom virtual reality immersion.
Each experience has been curated with points of interest, annotated details & teacher questions that guide the experience. The purpose is to bring the world to students and immerse them in the learning process.
The concept is simple. Google Expeditions has partnered with educational entities from all over the world in order to create virtual reality experiences for students. Organizations such as The American Museum of Natural History, The Planetary Society, & The Smithsonian are just a few of Google's collaborators.
There are over 100 journeys to choose from! Explore a coral reef or a Slovakian cave. Hike Machu Picchu or head to the bustling city of Barcelona, Spain.Your students can even land on Mars! Google Expeditions offers students the ability to travel without stepping foot outside of the classroom.
The technology department mission states:
"CSD will support the effective and appropriate integration and utilization of technology resources in rigorous, engaging and authentic learning experiences, providing students with a tool to not only achieve curriculum objectives and state standards, but to also provide life skills. To enable our graduates to be successful in post secondary endeavors in the 21st century, the technology department will provide support and opportunities for all students and all staff for effective utilization of technology to play an essential role in student learning, teaching, and operations of the district."
Q: How does using Google Expeditions match our vision?
A: Authentic and engaging learning experiences.
Technology Department Mission. (nd) in City Schools of Decatur. Retrieved from www.csdecatur.net/technology/Home%20page
Google Expeditions has no age limits. Students from kindergarten through 12th grade can access and learn using the tool. Teachers and staff members can benefit and learn as well. The concept itself lends to equitable access for all students and teachers. Each student can use the VR packaged device to explore the assigned or self-selected expedition.
In case you're still not interested.....watch this!
Some limitations include:
1. Lack of content due to the infancy of the VR app.
2. Simulation Sickness due to the VR headset & optics. Participants often feel nauseous after more than 15 minutes of use.
3. Hardware limitations with smartphone resolution and poor processing power. The magnet feature in the cardboard viewer may not work with all smartphones.
4. The cardboard viewer itself can get greasy or flimsy after prolonged use. (Matell's plastic viewer is a better choice for sharing)
How Much Will It Cost?
Who Will Fund It?
V2 Cardboard : $14 per unit/
Mattell Viewmaster: $29 per unit
Smartphone: ASUS Zenphone $60 per unit including chargers (or host a smartphone donation drive $0)
Tablet: Free (The district already owns ipads)
Cardboard App: Free
Training & Tech Support: Free Online
Headphones: Free (Students are required to supply their own headphones)
Approximate total cost for a classroom of 25 students:
* V2 Cardboard & ASUS Zenphone: $1850.00
*Mattell Viewmaster & ASUS Zenphone: $2,225.00
Student VR Experience....Priceless!
*Rimes, B. (2015, October 27). Every Common Core Standard Related to Technology and Digital Media. Retrieved March 31, 2016, from https://docs.google.com/document/d/1-5el3aJjDd9j0WlJGA2gdtKQ8jwwuOCP98vx5zzJI6s/edit#heading=h.ck4m92bon5q1
How Does Google Expeditions Support Learning Goals? 1 of 2
Google Expeditions provides the background knowledge or schema required to ignite a student's creative and academic process. Visiting a chosen point of interest virtually is an authentic learning experience that utilizes research based learner-centered strategies in order to immerse students in the experience. The product of the VR experience can be in the form of written expression such as a research paper, poem, or song. It can be a collaborative jigsaw presentation or it can spawn a scientific experiment. There are no limitations to what students can do to show their new found knowledge.
In addition, the nature of the VR experience lends itself to differentiation for all learners. VR helps students to make sense of the virtual world and explore with wonder. It creates a scaffolding for prior knowledge and schema.
How Does Google Expeditions Support Learning Goals? 2 of 2
This amazing emerging technology promotes communication locally and globally on so many levels. First, it can serve as a catalyst for digital pen pals. For example students can learn about another country and then Skype with a classroom from that country. In addition, the students in that classroom can easily create an expedition of their classroom to view via Google Cardboard. Google Expeditions also provides a platform in which students can begin to understand the world as a larger community of humans. This type of learning promotes deeper questioning and higher-order thinking.
According to the *Wired Magazine Blog, "Virtual worlds promise to deliver the best aspects of both real-world classrooms and online distance learning into a single platform."
William Glasser (1925) stated , “We Learn . . .10% of what we read, 20% of what we hear,30% of what we see,50% of what we see and hear,70% of what we discuss,
80% of what we experience
, 95% of what we teach others.” Imagine what happens when our students synthesize their VR expedition and then teach it to their peers!
Google's mission for the Expedition project was to get the VR technology "into the hands of those who will change the world", stating that, "capacity that virtual reality has as a platform to reinforce a narrative, and create empathy in the mind of the viewer"
Chris Milk Ted Talk
Jennifer Holland, program manager for Google Apps for Education and Expeditions, worked with 1,000 students in different grades, in over 100 classes, in three countries to pilot Google Expeditions. She states that expeditions are intended to enhance and not replace classwork. The result of the pilot was empowered teachers and engaged students who were teaching each other.
My implementation plan follows the protocols used in Expeditionary Learning. As an EL school, I believe that teachers are already familiar with the system of implementation, therefore making it less troublesome.
The implementation begins with a learning target,outlines organized steps for the procedure, provides time-frames for each step and collectively creates norms for participants.
Learning Target: I can immerse students into VR using Google Expeditions and guide them through the experience.
I can immerse my students in a VR experience using Google Expeditions in order to enhance instruction and learning.
Steps: 1. TW engage in a practice session with technology coaches.
2. TW identify a target expedition aligned to the standards.
3. TW implement the expedition with a small group or class with support
from technology coach.
4. TW debrief the experience with teammates and tech coach.
Time-frame: Step 1: Monday staff development time Step 2: Identify expedition by the following Monday and discuss during grade level meetings. Step 3: Teachers determine date and time using a Google sign-up. Step 4: Debrief at Monday staff meetings. (Rotating by grade level)
Norms: Determined by teachers
The examination of this emerging technology has taught quite a bit. First, I am much more familiar with Google Expeditions. (I bought a Matell Viewmaster!) I found out more about the virtual reality technology as a learning platform, and I learned about the importance of having a plan for implementation. I now understand the reasoning behind protocols for implementing change. This propels me to think more deeply about my leadership qualities and abilities as I pursue my goals for technology coaching.