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How to Give Your Students Better Feedback With Technology ADVICE GUIDE

y Holly Fiock and Heather Garcia

https://www.chronicle.com/interactives/20191108-Advice-Feedback

students continue to report dissatisfaction with the feedback they get on assignments and tests — calling it vague, discouraging, and/or late.

The use of technology in the classroom (both in face-to-face and online environments)

  • Rubrics: online scoring guides to evaluate students’ work.
  • Annotations: notes or comments added digitally to essays and other assignments.
  • Audio: a sound file of your voice giving feedback on students’ work.
  • Video: a recorded file of you offering feedback either as a “talking head,” a screencast, or a mix of both.
  • Peer review: online systems in which students review one another’s work.

Two main types of feedback — formative and summative — work together in that process but have different purposes. Formative feedback occurs during the learning process and is used to monitor progress. Summative feedback happens at the end of a lesson or a unit and is used to evaluate the achievement of the learning outcomes.

Good feedback should be: Frequent, Specific, Balanced, Timely

guide on inclusive teaching, frequent, low-stakes assessments are an inclusive teaching practice.

Time-Saving Approaches: rubrics and peer-reviews.

When to Use Audio or Video Tools for Feedback: personalize your feedback, convey nuance, demonstrate a process, avoid miscommunication

Faculty interest in classroom innovation is on the rise. Professors are trying all sorts of new techniques to improve the first few minutes of class, to make their teaching more engaging, to hold better class discussions. Buzzwords like active learningauthentic assessmenttechnology integration, and case-based learning are more and more a part of faculty discussions.

Don’t assume technology will solve every problem.

Avoid making long videos

Video and audio feedback doesn’t have to be perfect.

There is such a thing as too much information.

Have a plan.

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more on feedback in education in this IMS blog
https://blog.stcloudstate.edu/ims?s=feedback

Effective Feedback and Clarity

Motivating Students With Effective Feedback and Clarity

http://mobile.edweek.org/c.jsp?DISPATCHED=true&cid=25983841&item=http%3A%2F%2Fblogs.edweek.org%2Fedweek%2Ffinding_common_ground%2F2014%2F09%2Fmotivating_students_with_effective_feedback_and_clarity.html

Questions Guiding Effective Feedback

(1) What is my goal?

(2) Where am I presently in relationship to my goal?

(3) What next steps do I need to take in order to reach my goal?

 

Formative Assessment

7 Smart, Fast Ways to Do Formative Assessment

Within these methods you’ll find close to 40 tools and tricks for finding out what your students know while they’re still learning.

edutopia.org/article/7-smart-fast-ways-do-formative-assessment

Entry and exit slips

Exit slips can take lots of forms beyond the old-school pencil and scrap paper. Whether you’re assessing at the bottom of Bloom’s taxonomy or the top, you can use tools like Padlet or Poll Everywhere, or measure progress toward attainment or retention of essential content or standards with tools like Google Classroom’s Question toolGoogle Forms with Flubaroo, and Edulastic,

Low-stakes quizzes and polls: If you want to find out whether your students really know as much as you think they know, polls and quizzes created with Socrative or Quizlet or in-class games and tools like QuizalizeKahoot, FlipQuiz, GimkitPlickers, and Flippity

Dipsticks: So-called alternative formative assessments are meant to be as easy and quick as checking the oil in your car, so they’re sometimes referred to as dipsticks. These can be things like asking students to:

  • write a letter explaining a key idea to a friend,
  • draw a sketch to visually represent new knowledge, or
  • do a think, pair, share exercise with a partner.

Interview assessments: If you want to dig a little deeper into students’ understanding of content, try discussion-based assessment methods. Casual chats with students in the classroom can help them feel at ease even as you get a sense of what they know, and you may find that five-minute interview assessments

TAG feedback 

FlipgridExplain Everything, or Seesaw

Methods that incorporate art: Consider using visual art or photography or videography as an assessment tool. Whether students draw, create a collage, or sculpt, you may find that the assessment helps them synthesize their learning.

Misconceptions and errors: Sometimes it’s helpful to see if students understand why something is incorrect or why a concept is hard. Ask students to explain the “muddiest point” in the lesson—the place where things got confusing or particularly difficult or where they still lack clarity. Or do a misconception check:

Self-assessment: Don’t forget to consult the experts—the kids. Often you can give your rubric to your student

Tools 4 Student Engagement

Edtech Is Looking to Build Tools to Foster Student Engagement. Can That Scale?

https://www.edsurge.com/amp/news/2022-04-11-edtech-is-looking-to-build-tools-to-foster-student-engagement-can-that-scale

With student disengagement and mental health problems on the rise, edtech solutions are trying to help rebuild that student connection.

Organizations like Flatiron School and Stack Overflow make particularly good use of this strategy. Focused on helping software developers build out their skill sets, these businesses facilitate collective learning through group problem-solving and community feedback. “It’s also just [having] people to vent with,” said Kate Cassino, CEO of Flatiron School. “How are you making your way through?”

Handshake, an early career exploration platform for college students, uses student-to-student messaging to help users reach out to others like them on the platform.

Ruben Harris, chief executive officer of Career Karma, a career navigation and mentorship platform, highlighted just how powerful audio rooms can be as a tool to drive meaningful conversation and community. “I can just organize everybody together, and they’ll give you the sauce that you’d never be able to find,” he said. “Someone that comes from an underestimated background that already broke in [to the tech industry] can give you insight.”

Jenn Hofmann is a graduate fellow working on student engagement issues for Stanford University’s Digital Education team.

AI tutors

Viewpoint: Can AI tutors help students learn?

the Kyowon Group, an education company in Korea, recently developed a life-like tutor using artificial intelligence for the very first time in the Korean education industry.

Kyowon created its AI tutors for two-way communication–teacher to student and student to teacher–by exchanging questions and answers between the two about the lesson plan as if they were having an interactive conversation.  These AI tutors were able to provide real time feedback related to the learning progress and were also able to identify, manage, and customize interactions with students through learning habits management.  In addition, to help motivate student learning, the AI Tutors captured students’ emotions through analysis of their strengths and challenges.

While AI is being used in various industries, including education, the technology comes under scrutiny as many ask the question if they can trust AI and its legitimacy?

Although there are some meaningful use cases for deepfake, such as using technology to bring historical figures of the past to life, deepfake technology is mostly exploited. However, the good news is that groups are working to detect and minimize the damage caused by deepfake videos and other AI technology abuses, including credible standards organizations who are working to ensure trust in AI.

For education, the best and only way AI tutors will be adopted and accepted
can only be done with innovative real-time AI conversational technology that must include accurate lip and mouth synchronization in addition to video synthesis technology. Using real models, not fake computer-generated ones, is critical as well.

Cross Reality (XR)

Ziker, C., Truman, B., & Dodds, H. (2021). Cross Reality (XR): Challenges and Opportunities Across the Spectrum. Innovative Learning Environments in STEM Higher Education, 55–77. https://doi.org/10.1007/978-3-030-58948-6_4
https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7948004/

For the purpose of this chapter, Cross Reality or XR refers to technologies and applications that involve combinations of mixed reality (MR), augmented reality (AR), virtual reality (VR), and virtual worlds (VWs). These are technologies that connect computer technology (such as informational overlays) to the physical world for the purposes of augmenting or extending experiences beyond the real. Especially relevant to the definition of XR is the fact that this term encompasses a wide range of options for delivering learning experiences, from minimal technology and episodic experiences to deep immersion and persistent platforms. The preponderance of different terms for slightly different technologies indicate that this is a growth area within the field. Here we provide a few definitions of these technologies.

MR—Mixed reality refers to a blend of technologies used to influence the human perception of an experience. Motion sensors, body tracking, and eye tracking interplay with overlaid technology to give a rich and full version of reality displayed to the user. For example, technology could add sound or additional graphics to an experience in real time. Examples include the Magic Leap One and Microsoft HoloLens 2.0. MR and XR are often used interchangeably.

AR—Augmented reality refers to technology systems that overlay information onto the real world, but the technology might not allow for real-time feedback. As such, AR experiences can move or animate, but they might not interact with changes in depth of view or external light conditions. Currently, AR is considered the first generation of the newer and more interactive MR experiences.

VR—Virtual reality, as a technological product, traces its history to approximately 1960 and tends to encompass user experiences that are visually and auditorily different from the real world. Indeed, the real world is often blocked from interacting with the virtual one. Headsets, headphones, haptics, and haptic clothing might purposely cut off all input except that which is virtual. In general, VR is a widely recognizable term, often found in gaming and workplace training, where learners need to be transported to a different time and place. VR experiences in STEM often consist of virtual labs or short virtual field trips.

VW—Virtual worlds are frequently considered a subset of VR with the difference that VWs are inherently social and collaborative; VWs frequently contain multiple simultaneous users, while VRs are often solo experiences. Another discrimination between virtual reality and virtual worlds is the persistence of the virtual space. VR tends to be episodic, with the learner in the virtual experience for a few minutes and the reality created within the experience ends when the learner experience ends. VWs are persistent in that the worlds continue to exist on computer servers whether or not there are active avatars within the virtual space (Bell ). This discrimination between VR and VW, however, is dissolving. VR experiences can be created to exist for days, and some users have been known to wear headsets for extended periods of time. Additionally, more and more VR experiences are being designed to be for game play, socialization, or mental relaxation. The IEEE VR 2020 online conference and the Educators in VR International Summit 2020 offered participants opportunities to experience conference presentations in virtual rooms as avatars while interacting with presenters and conference attendees (see Sect. 2.5 for more information).

CVEs—Collaborative virtual environments are communication systems in which multiple interactants share the same three-dimensional digital space despite occupying remote physical locations (Yee and Bailenson ).

Embodiment—Embodiment is defined by Lindgren and Johnson-Glenberg () as the enactment of knowledge and concepts through the activity of our bodies within an MR (mixed reality) and physical environment

https://hyp.is/mBiunvx3EeudElMRwHm5dQ/www.ncbi.nlm.nih.gov/pmc/articles/PMC7948004/ 

Human-Centered Design philosophy that involves putting human needs, capabilities, and behavior first (Jerald 2018: 15). XR provides the opportunity to experience just-in-time immersive, experiential learning that uses concrete yet exploratory experiences involving senses that result in lasting memories. Here we discuss opportunities for social applications with XR. 

 

https://hyp.is/wJSoFPx3Eeu1mAPmeAp2tQ/www.ncbi.nlm.nih.gov/pmc/articles/PMC7948004/ 

XR learner activities are usually created for individual use, which may or may not need to be simultaneously experienced as a class together at the same time or place with the instructor. Activities can be designed into instruction with VR headsets, high-resolution screens, smartphones, or other solo technological devices for use inside and outside of the classroom. 

 

https://hyp.is/wJSoFPx3Eeu1mAPmeAp2tQ/www.ncbi.nlm.nih.gov/pmc/articles/PMC7948004/ 

Ready to go relationship between STEM courses and XR. In bullet points! 

 

https://hyp.is/wJSoFPx3Eeu1mAPmeAp2tQ/www.ncbi.nlm.nih.gov/pmc/articles/PMC7948004/ 

Do we address the challenges in the grant proposal? 

some learners will be held back from full XR activity by visual, physical, and social abilities such as stroke, vertigo, epilepsy, or age-related reaction time. It should also be noted that the encompassing nature of VR headsets might create some discomfort or danger for any learners as they can no longer fully see and control their body and body space. 

VR Training in Building Muscle Memory

Role of VR Training in Building Muscle Memory among Healthcare Professionals

https://medvr.education/role-of-vr-training-in-building-muscle-memory-among-healthcare-professionals/

Virtual reality clinical skills training helps in muscle memory building by:

Learning by performing – In a VR environment, learners get the opportunity to learn skills by performing tasks and it is a well-proven fact that the best way to retain knowledge is practical application.
Practicing multiple times – Virtual environments offer multiple practice sessions as there is no need for repeatedly setting up of equipment. Learners can practice as many numbers of times they desire to, so much so that the particular skill becomes a habit.
Identifying and correcting errors – Performing tasks multiple times also helps learners identify their mistakes and correct them. They can revisit procedures, eliminate errors and perform the correct steps repeatedly to get it perfect and make it habitual.
Training in controlled environments – Every case in the field is a new case and can be critical. To get that confidence to perform effectively on the job learners can gain the expertise by practicing in controlled virtual environments.
Guided training sessions to learn – Rich with prompts and feedbacks, guided VR training sessions hand-hold learners through the procedure helping them get acquainted, experienced and skilled to perform individually.
Assessment sessions test performance without prompts – 

Haptx moves to Seattle

HaptX raises another $12M for high-tech gloves, relocates HQ back to Seattle

https://www.geekwire.com/2021/haptx-raises-another-12m-high-tech-gloves-relocates-hq-back-seattle/

Founded in 2012 and previously known as AxonVR, the company’s tech promises to deliver realistic touch feedback to users reaching out for objects in VR, thanks to microfluidics in the glove system that physically and precisely displace the skin on a user’s hands and fingers.

Virtual and augmented reality have not yet reached mainstream consumers as some predicted but enterprise-focused startups such as HaptX have found traction. Large tech companies such as Facebook and Apple also continue investing in the technology, and investors keep making bets.

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more on HaptX in this IMS blog
https://blog.stcloudstate.edu/ims?s=haptx

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