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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  1. Project Result 4
  2. 9 - Reference Guide: EdTech Tools for Interactive Teaching

Module 2: EdPuzzle

Edpuzzle is an online educational tool that allows you to edit videos. It is not an ordinary editor, Edpuzzle allows us to make cuts in the video, insert images, and voice notes, make stops at the moments of the video that we want to give emphasis, and insert questions of various types (open, closed, half-closed). In addition, it prevents the student from advancing the video at will and not watching all the content.

Let's take a practical example of how to use Edpuzzle:

First, we must select a video about the content we are going to deal with. Edpuzzle allows us to select videos already created by other teachers, select videos from YouTube, or generate our videos, either by recording ourselves or by having the students generate their videos.

Once we have selected the video we want to use, it must be edited. As we have already mentioned, Edpuzzle allows us to trim the video, and insert images, audio, or questions.

The next step will be to insert questions in the moments of the video that we want. Then we must activate the prevention mode to prevent students from skipping the video and questions. In this way we will select where we want to insert the questions and in what form and type we want them to be. Edpuzzle offers different types of questions: Multiple choice, open, and Notes.

Once the questions have been designed, we must decide how to give feedback to the students. The tool allows us to do this in several ways:

Firstly, through a numerical grade where no feedback is given on the questions.

Secondly, using a numerical grade, with feedback associated with the question. Thus, when the student answers, he/she will not only see the grade but also the correct answer to the question or the comments on the question that the teacher wants to provide.

Also, we can dissociate the grade, so that the grade is not shown automatically. Showing the student the correct answer without a grade.

Finally, the feedback is provided in the classroom and dissociated from grades.

Edpuzzle - Practical recommendations:

One of the great advantages we consider of this tool is the simplicity it gives us to reverse the class (flipped learning). In such a way, we can work on key content in face-to-face classes, while other content can be worked on outside the classroom, either as a review or as new content.

It also allows us to encourage spaced practice. Since the content is recorded, students can divide the knowledge or skills they need to learn into smaller learning moments to prevent cognitive overload, thus making more decisions about their learning.

In addition, puzzles can be a very powerful tool to enhance collaborative work, allowing students to design a project. For example, generating as a final product a video through which questions are asked and the teacher monitors the activity through the tool.

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