Google Cardboard Reflection

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In 2006, there were two internet cafés, or cybér cafés as they were locally known in Nouadhibou, Mauritania, a West African port largely unknown to Americans. For 200 ougyia an hour (roughly one dollar US), Mauritanians whose only previous window into a world outside of the Saharan landscape they lived in was through stolen satellite signals and aging television sets. It was in this landscape that I found myself running a technology center for girls. At the time, I was working in the Peace Corps, fresh out of the University of Washington College of Education. The ideas about literacy and multiculturalism that I had first encountered at the UW were made visible in the Islamic Republic of Mauritania. My classes centered around student production;
At what point do our working definitions of literacy need to progress as the technologies we use progress? Is access to technology a human right? As immersive technologies make concrete the once abstract, will we change the ways we assess? Technologies like Google Cardboard are putting virtual reality (VR) into the hands of anyone with a smartphone — the pedagogical and ethical implications of this transition have yet to be written. I am fortunate to be married to one of the core developers of Google Cardboard, as well as friends with many of the major players in virtual reality as Seattle becomes central to the development of VR. Google is steadily working toward DIY VR for everyone and I plan to be at the forefront of this pedagogical exploration. The next few years are going to see fundamental changes in the way we interact and learn with the world and I want to be in a position to drive
Built into IWitness is a tool for students and teachers to compile and edit video, a teacher activity builder, and a virtual environment to share student projects. The evolution of this approach can further be seen in the many of the courses I have developed with University faculty. At the Center for Digital Learning and Innovation at Seattle University, I work with faculty to identify evidence of learning that students are motivated to contribute. Borrowing from Daniel Pink’s Drive, I work with faculty to brainstorm assessments that are autonomous, require mastery, and have a greater purpose. This intersection of motivation, contribution and creation to drive curriculum content is a key research area of mine. Ideally I would like to build research-backed learning environments, research its efficacy through students and teachers, and build upon the design to establish best practices in blended, traditional, and immersive learning environments. Ultimately I would like to establish the social and cultural elements critical to effective, authentic learning in the 21st

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