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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  2. 8 - Guide: Mastering Effective Distance Learning

Module 6: Educational technology tools for distance learning

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Last updated 1 year ago

In this module, we will show different examples of how to use different educational tools according to the context and the learning moment required in distance learning.

For this purpose, the authors of this resource have created the following Symbaloo (see also Figure 1), a collection of some of the most versatile and useful educational technology tools used in education. You can access to it here:

As can be seen in the image, the Symbaloo is divided into different parts or blocks, these parts correspond to the thematization and categorization of the applications.

In the upper left corner, we can see all those tools that can be used for monitoring and evaluation of the students, as well as to increase the commitment of the students during the online sessions. For example: While the online session is taking place, we can create a quiz through the Socrative application, making the students should connect to it so that at the same time that the online class is taking place, we can see the results of the questions that have been asked in the quiz and discuss what the students have answered.

In the bottom left corner, we have set up those applications that can be used to do online work and documents. An example of this is the Google Docs app, where several students can work on the same document so that students can be organized in individual rooms to produce a document on the topic they want to work on in the same online document.

Continuing to the top center of the image, there are tools that can be used to encourage discussion in the online environment. An example of this is Nearpod, an application that allows us to make interactive presentations so that students can participate in them while they are on their devices. In this way, questions or activities can be generated so that students can interact.

In the lower central part of the board, different applications are shown to make presentations more interactive. An example of which is Genially, which not only allows presentations to be made but also a wide variety of infographics and gamification that can be used in both online and face-to-face contexts.

On the top right are different applications for online meetings, something that will be essential to carry out distance learning properly. This has already been discussed in the document, but one idea offered to increase student engagement is to hold several sessions (break-out rooms) parallel to the main class session where students can work in groups or pairs and teachers can stop by to answer questions and monitor learning.

Finally, at the bottom left, different applications are proposed that can be of great help to us in order to make the class more interactive. One notable example is Edpuzzle, which allows us to embed both closed and open questions into videos, such as those from YouTube, tailored to the content we wish to explore with our students.

https://www.symbaloo.com/shared/AAAAB0HPC-EAA42ASImSXg==
Figure 1. Symbaloo created by the authors of this resource