ILP Participation - Tech Sandbox
This past week we were able to go to the COE Tech Sandbox to learn more about the different educational technology options that are available for us to familiarize ourselves with as FSU students. The intention of the Sandbox is to give future educators the chance to try out technology that could be utilized in their future classrooms. We were able to spend an hour upstairs going through the room and asking questions about the technology. It was interesting to see how technology has evolved since I was in grade school. It was also very helpful to not only be able to be taught about the capability of the technology by graduate students, but to also be able to take a hands on approach in learning about what they have to offer.
Although I did not take notes/compile an activity log of the activities, I am able to give a rundown of the experience. We started in the back room with the 3D printers and pens. There were different examples of creations made by the people in the Sandbox including a 3D printed replica of a rubber duck, and keychain like trinket with FSU sandbox inscribed into it. The creations were developed through a software that is available. There was also a table with multiple 3D pens for us to try along with guides that provided step by step instructions on how to create different figures. There was a dragon already made, and the versatility of the content that can be created lent itself to the idea that these pens could be used for supplemental activities in many subjects.
Next, we went into the main room where we were able to see the capabilities of the SMART board, Promethean, and the Clear Touch Interactive Display. These showcased the capabilities of interactive boards in classroom settings, and demonstrated the different levels of control a teacher can have over the use of technology in the classroom. I've attached screenshots of the Sandbox Canvas pages' brief descriptions of the Clear Touch and Smart Board in addition to VR technology accompanied by images of each of them. After learning about the displays we explored the Surface Studio, iPads with AR and interactive games, and VR. Each of these had unique capabilities that also enhance student learning and educational experiences, and we were able to try these out for ourselves as well. In all, this was a great experience that opened up my eyes to the ways new technology can be realistically incorporated into classrooms.



Comments
Post a Comment