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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On this page
  • The Challenge of Finding the Right App for Teaching
  • Find your app in a snap here: https://agilexr.eu/findapp
  • How Edu App Matcher Works
  • Examples of apps and resources available through Edu App Matcher
  • Conclusion
  • Disclaimer
  • Imprint
  1. Project Result 4

10 - Digital Tool: EdTech Decision-Maker

Introducing Edu App Matcher - https://agilexr.eu/findapp

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Last updated 1 year ago

Technology has become an integral part of the modern classroom, with teachers using various digital tools to engage and educate students. However, with so many educational apps available, it can be overwhelming for teachers to find the right one to fit their teaching style and class needs. Edu App Matcher is here to help. Our app is designed to make it easy for teachers to find the best educational apps to suit their needs in just a few clicks. In this blog post, we will explain how Edu App Matcher can help you find the perfect companion for teaching, and how it can be used to improve student engagement and learning outcomes.

The Challenge of Finding the Right App for Teaching

Finding the right app for teaching can be a daunting task with so many options available. According to a recent study, teachers spend an average of 14% of their time preparing, planning and searching for educational apps (Bettini et al., 2015). This time and effort can be a barrier to effective teaching, as teachers may not know if an app suits their needs. Edu App Matcher solves this problem by doing the testing for you.

Find your app in a snap here:

How Edu App Matcher Works

Edu App Matcher is designed to be user-friendly and easy to use. The app uses a small, two or three-step structured conversation with prompts that teachers can select. This will deliver a clear need statement. Based on the teacher's question, according to our research, a grid of educational applications will appear that are suitable to solve that need. The first step is to choose the primary purpose: to deliver content, to perform a cooperative task, or to evaluate and/or give feedback. In the second step, three new options appear after the previous intent. You can choose between promoting greater student engagement, fostering more collaboration between students, or with less or no direct support from the teacher. Our team curated these answers, benchmarking 14 popular educational applications, originally using a tree-like decision model using Mural (see below), and later coding a more user-friendly version. Using Edu App Matcher is as simple as selecting your specific need and finding the right app in just a few clicks.

Examples of apps and resources available through Edu App Matcher

Edu App Matcher provides a wide range of apps and resources for teachers to choose from. Some of the apps that are available in Edu App Matcher include Mural, Nearpod, Jigsaw Puzzle, Genial.ly, Google Slides, Edpuzzle, Google Docs, Trello, Meister task, Kahoot, Plickers, Socrative, Quizlet, and CoRubrics. These apps can be used to support various teaching goals and class needs, such as creating interactive presentations, quizzes, and assessments, and managing projects and assignments.

Conclusion

In conclusion, Edu App Matcher is a tool that makes it easy for teachers to find the perfect educational app for their needs in just a few clicks. With the abundance of educational apps available, it can be overwhelming for teachers to find the right one to meet their specific needs. Edu App Matcher eliminates this problem by providing a curated selection of apps and resources that are suitable to solve a specific need. This tool is designed as a part of Project Result 3, a guide/toolkit that supports teachers to redesign their lessons for high-engaging online teaching. If you're looking for an app that can help you find the perfect companion for teaching, Edu App Matcher is definitely worth checking out. You can find more information and try it out for yourself at our website www.agilexr.eu/appfinder. Give it a try and see how it can help you find the right educational apps for your teaching needs.

Disclaimer

Imprint

Editors/Partners: Fundación Universidad Francisco de Vitoria (SP), RHIZO School (BE), CollectiveUP (BE), Metropolia University of Applied Sciences (FI).

Authors: Juan Fraile (UFV), Daniel Orgaz-Rincón (UFV), Paula Esteban-Manrique (UFV), Joos Van Cauwenberghe (RHIZO), Liliana Carrillo (CollectiveUP), Chrysanthi Katrini (CollectiveUP), Petra Lassenius (Metropolia University).

Translation: Dutch version by Joos Van Cauwenberghe (RHIZO), Finnish version by Petra Lassenius (Metropolia University), and Spanish version by Juan Fraile (UFV), Daniel Orgaz-Rincón (UFV) & Paula Esteban-Manrique (UFV).

The project "Augmented Agile teamwork for hybrid learning at Schools” (2021-1-BE02-KA220-SCH-000027889) is co-funded by the Erasmus+ Programme of the European Union. The views expressed in the working papers, deliverables and reports are those of the project consortium partners. These views have not been adopted or approved by the Commission and should not be relied upon as a statement of the Commission’s or its services’ views. The European Commission does not guarantee the accuracy of the data included in the working papers and reports, nor does it accept responsibility for any use made thereof.

Find your app in a snap here:

Edu App Matcher is based on our own team's research and experiences and not affiliated with any of the apps featured. We aim to promote the use of educational applications in general and make it easier for teachers to find the one to try. If you find it useful or you miss something, please do not hesitate to give us feedback or request for our team to review a specific app by contacting us at

We suggest citing this report as follows: Fraile, J., Orgaz-Rincón, D., Esteban-Manrique, P., Van Cauwenberghe, J., Carrillo, L., Katrini, C., & Lassenius, P. (2023). Effective distance learning guide. Augmented Agile teamwork for hybrid learning at Schools (AgileXR).

This publication (in English, Finnish, Dutch and Spanish) and other publications and tools produced by the project can be downloaded free of charge from:

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License. To view a copy of this license, visit

https://agilexr.eu/findapp
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https://agilexr.eu/
https://agilexr.eu/
http://creativecommons.org/licenses/by-sa/4.0/
https://agilexr.eu/findapp
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