The new assignment in INTE 6710 "Creative Designs," is Pecha Kucha. I never heard of it until I took this course. It's essentially 20 slides and 20 seconds of speaking per slide. No fancy animations, moving text, or retro transitions. I haven't quite figured out how I'm going to pull this off without being boring in the process, thus, boring the audience. However I know images and inspiration is a good place to start. It would be nice if I had the time to create 20 beautiful slides, be that photography or graphic design, it's not realistic. In the typical work place there would be creative design and writing departments who could pour hours into this sort of content. Fortunately at this time in digital history there are massive libraries of photos and graphics that are available for use given the correct attribution and license such as creative commons. I don't often look for content like this and I do prefer to make my own images but thanks to some resources I've found on Canva I've found some promising leads and inspiration.
SAMR: REDEFINITION. Image courtesy of Christina Moore 2017. In recent years virtual reality (VR) technologies have gained popularity for enhancement of a myriad of industries and experiences. It’s hard to dispute VR has the potential to transform. It’s exciting to consider exploring these technologies for the purpose of education, but before putting VR into practice in the classroom, it’s important to apply the study of theory to VR potential. The SAMR model (substitution, augmentation, modification, and redefinition) is a great way to apply rather basic theory to VR tech. Although it’s possible VR practitioners and learners can traverse SAMR, based on how VR is used, “redefinition” may be the most impactful way to demonstrate use of these technologies for learning. Redefinition, in regards to SAMR, refers to the ability for technology to “create tasks and ways of learning that were previously inconceivable.” (Technology Is Learning 2014) From the perspective of a CAD and Int