Saturday, October 17, 2020


Blog Post #6: Digital Tools & State Based Resources

Device Agnostic Tools

Image Source: See Image Reference 1

I used to dislike (but loved how cute it was) when this error message occurred when clicking a link to a certain website that was inaccessible.  What happened to this cute little icon anyway?  While searching for tools and applications to use with my students, I often run into the same problem of inaccessibility.  Why?  Some tools might only be accessible for use with a specific devise using iOS or Android/Windows. Web and app creators have kept accessibility in mind by creating tools that are device agnostic.  Morefield-Lang (2014) explains,

“According to PC Magazine (2013), when an online tool or app is not tied to any particular device, it is device agnostic. In other words, the tool is independent of any machine. Rouse (2014) takes this definition further to explain that a device agnostic mobile application will typically work on any handheld device in the same manner that it would on a computer” (p. 8).

Image Source: See Image Reference 3

Several years ago, I attended an AR/VR conference at the SC State Museum.  The conference was packed with tools to use in the classroom/library school setting but I was disappointed to find out that most were not device agnostic.  My school had just purchased Chromebooks for our students, so tools like Wonderscope (https://wonderscope.com/) could only be used with iOS devices and inaccessible to us.  As teacher-librarians it is important to keep in mind how information is accessed to increase equality in access for all patrons.  Many patrons may not have the luxury of access to a personal computer or laptop; however, many patrons may have access to a cell phone.  When device tools can be used efficiently across multiple types of devises it increases equality. 

Image Source: See Image Reference 2

One example of a devise agnostic tool is the website (https://kahoot.com/) Kahoot!  This website is a game-based learning platform that allows the host to turn boring quiz questions into engagement and fun for students.  This website/app is free for the basic subscription, but one can subscribe to a premium membership for a fee.  Teachers can create a game relatively quickly or search through their question bank or pre-created games.  Students can access and play virtually anywhere and on any device.  Teachers can use the Kahoot tool as a formative assessment.  The data derived from Kahoot can advise teachers on what students have mastered or what skills may need to be scaffolded.  

But wait....just simply giving students a device and access to these tools does not mean that we are effectively educating our students.  Luhtala, Ray, and Trettin (2016) reminds us that we must encourage and empower students to make a shift from being simple consumers to more complex creators.  How can I use the same Kahoot website/app to make my students creators?  One way is to have students to display their learning by creating questions (including visuals) pertaining to the unit of study.  This allows students to collaborate, create, and share their learning with others.  I am excited to try Kahoot out in my math class!  If you have any additional ideas about Kahoot in the classroom, please share!  Thanks for reading.  

- Richelle -    

References

Luhtala, M., Ray, M., & Trettin, S. (2016, October 19). Future Ready Librarians [Webinar]. Mackin 

     Educational Resources. https://home.edweb.net/webinar/future-ready-librarians/

Moorefield-Lang, H. (2014, August/September). An exploration and explanation of device agnostic 

     tools. Library Media Connection, 31(1), 8-9.  


Image Sources:  

1.  https://www.bleepingcomputer.com/news/google/-aw-snap-crash-makes-a-comeback-in-chrome-79/

2.  www.kahoot.com 

3.  https://freedomhacker.net/quick-and-easy-fix-for-no-internet-access/.


 





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