Agile XR
  • Welcome
  • Key Project Learnings and Reflections
  • Project Result 1
  • 1 - Guide: Agile Teamwork in Web-Based Learning
    • Chapter 1 - Agile in Software
      • 1.1 Values in Agile Software Development
      • 1.2 Principles in Agile Software Development
      • 1.3 Agile Project Management and practices
      • 1.4 Agile Mindset
    • Chapter 2 - Agile in Education
      • 2.1 Agile Compass for Education
      • 2.2 eduScrum
      • 2.3 Agora schools
      • 2.4 Agile Learning Centers
    • Chapter 3 - Agile practices for project-based learning
      • 3.1 Sprint Planning and Execution
      • 3.2 Daily Stand-Up Meetings
      • 3.3 Collaborative Learning and Projects
        • 3.3.1 Project initiation
        • 3.3.2 Project planning
        • 3.3.3 Project execution
        • 3.3.4 Project performance/monitoring
        • 3.3.5 Project closing
        • 3.3.6 Agile rituals using Mural
    • Conclusions
    • Bonus: Interviews with Agile Experts
      • Interview with Yeremi Marín, ALC Facilitator at EduCambiando, Mexico
      • Interview with Ryan Shollenberger, Co-director ALC NYC
      • Interview with Willy Wijnands, Cofounder eduScrum
  • 2 - Video Tutorials: Agile Teaching Techniques
  • Project Result 2
    • 3 - Guide: Implementing VR/XR in Team-Based Education
      • Our Approach: Design-Research
      • State of VR for Education
      • How To Choose VR Hardware and Software
      • Testing and Benchmarking VR Platforms
      • Designing Virtual Environments for VR Learning
    • 4 - Manual: Spatial.io for VR-Enhanced Teamwork
      • Terminology in XR
  • Project Result 3
    • 5 - Workshop: Designing Blended Learning Courses
      • Session 1 - Redesign Project Framing
      • Session 2 - Understanding the Student Experience
      • Session 3 - Understanding the Teacher Experience
      • Session 4 - Blended Course Plan
    • 6 - Workshop: Enhancing Existing Lessons for Blended Learning
      • Session 1 - Quick Scan
      • Session 2 - Deep Scan
    • 7 - Lesson Plan Templates for Online and Hybrid Learning
      • LP1 - Intro to AI - Elementary School
      • LP2 - Planning Skills - Lower Secondary Level
      • LP3 - Intro Radioactivity - Higher Secondary Level
      • LP4 - Berlin Wall - Upper Secondary Level
      • LP 5-10 - Lifelab Project - Upper Secondary Level
  • Project Result 4
    • 8 - Guide: Mastering Effective Distance Learning
      • Module 1: Introduction
        • What is distance learning and is it expanding so fast?
        • Online learning
      • Module 2: Methods of implementing distance learning
        • Synchronous online learning
        • Asynchronous online learning
        • Blended learning and flipped learning/classroom
      • Module 3: Classroom management in online learning
        • Class management in distance learning and how to engage students in distance learning
      • Module 4: Promoting collaborative learning in distance learning
        • Collaborative learning in distance learning
        • Problem-based learning and project-based learning in distance learning
        • Cooperative learning in distance learning
      • Module 5: How to promote social interactions in distance learning
      • Module 6: Educational technology tools for distance learning
      • References
    • 9 - Reference Guide: EdTech Tools for Interactive Teaching
      • Module 1: Introduction
        • How to get more student engagement?
        • How can we make it more collaborative?
        • What can be done with less or no teacher support? (e.g. for flipped classrooms)
      • Module 2: EdPuzzle
      • Module 3: Socrative
      • Module 4: Trello
      • Module 5: Nearpod
      • Module 6: Google Drive, Microsoft OneDrive, etc. (Shared document tools)
    • 10 - Digital Tool: EdTech Decision-Maker
    • 11 - Report: Evaluating Agile and VR/XR Teaching Pilots
      • Introduction
        • The project "Augmented Agile teamwork for hybrid learning at Schools” (AgileXR)
        • Project Result 4: Pilot and Impact Evaluation and Lessons Learned
        • Brief Theoretical Framework
        • Pilot Teaching Experiences in the AgileXR Project
      • Aim of the report
      • Method
        • Participants
        • Materials
        • Data Analysis
        • Procedure
      • Results and discussion
        • Students' perspectives
        • Teachers’ perspectives
      • Educational implications
      • Conclusions
      • Bibliographical references
      • Appendix
        • Appendix 1. Pilot evaluation student questionnaire
        • Appendix 2. Pilot evaluation teacher questionnaire
        • Appendix 3. GDPR - Family authorisation for secondary school students
  • Translations
    • 12 - Multilingual Publication Translations
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  • WHY
  • WHAT
  • HOW
  • RESULT
  1. Project Result 3
  2. 6 - Workshop: Enhancing Existing Lessons for Blended Learning

Session 2 - Deep Scan

WHY

This stage uses the SAMR Model as a tool for teachers to deeply analyze and envision how technology can elevate their current lesson plans. By categorizing each activity within the SAMR framework (Substitution, Augmentation, Modification, and Redefinition), teachers can identify opportunities for both subtle and significant technological enhancements in their teaching methods. This process fosters an innovative approach to lesson delivery and sets the stage for a more comprehensive blended learning redesign.

WHAT

The Deep Scan exercise guides teachers through evaluating their current lesson activities against the SAMR model. This involves identifying how technology is used in each activity and exploring how it can be enhanced or transformed to improve student learning experiences. The goal is to move from simply substituting traditional methods with technology to redefining educational tasks in ways that were previously inconceivable without technology, thereby creating more dynamic, interactive, and effective learning environments.

HOW

STEP 1 - Transfer Input from Quick Scan

  • Begin by copying your lesson activities from the Quick Scan exercise.

  • If new to this process, review the Quick Scan guide for preparation.

STEP 2 - Map the Current Lesson Plan

  • Familiarize yourself with each SAMR level. An understanding of these categories is crucial for effective mapping.

  • Analyze each activity: If technology is currently used, place it in the SAMR category.

  • For activities not using technology, leave them at the bottom as candidates for potential technological integration.

  • Reflect on how technology could enhance each activity. Use guiding questions to consider improvements in mentoring, collaboration, and engagement.

  • For activities that could benefit from higher SAMR levels, move them to the 'To Be' column and note how technology could transform these tasks.

STEP 3 - Voting

  • Review your ideas in the 'To Be' column. Finalize or add additional thoughts.

  • Vote using green dots for high impact on student achievement and blue dots for low effort to implement.

  • Distribute your votes across the activities.

STEP 4 - Decision Making and Action Plan

  • Identify activities with both high impact (green dots) and low effort (blue dots). These are your priority areas for implementation.

  • If no activity has both, focus on the ones with high impact and consider their feasibility.

  • Commit to an action plan detailing steps for implementing your chosen activities. Include deadlines and consider sharing your plan with a colleague for accountability.

RESULT

You will have a strategic plan for integrating technology into your lessons in meaningful ways that align with the SAMR model. This plan should detail specific activities to be enhanced or transformed, along with a practical roadmap for implementation. The goal is to create a more engaging, collaborative, and effective student learning experience by thoughtfully incorporating technology into your teaching practices.

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Last updated 1 year ago