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Merge Cube - Aplicaciones

This document introduces the Merge Cube as a tool to engage students in STEM learning. It discusses how today's students are highly technologically engaged and schools need cost-effective ways to incorporate technology into lessons. The Merge Cube can be used to teach science standards across multiple grades in an interactive way through augmented reality. A sample course outline shows how the Merge Cube allows students to visualize complex concepts in 3D in a motivating, hands-on manner.
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0% found this document useful (0 votes)
74 views18 pages

Merge Cube - Aplicaciones

This document introduces the Merge Cube as a tool to engage students in STEM learning. It discusses how today's students are highly technologically engaged and schools need cost-effective ways to incorporate technology into lessons. The Merge Cube can be used to teach science standards across multiple grades in an interactive way through augmented reality. A sample course outline shows how the Merge Cube allows students to visualize complex concepts in 3D in a motivating, hands-on manner.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 18

Ideas with

2019-2020 IMPACT

idea packet Merge Cube:


sponsored by:
The Future of
Education is Now!
Merge Cube: The Future of Education is Now!

Disseminator: Zeny Ulloa


[email protected]
Kendale Lakes Elementary
Mail Code: 2651

For information concerning Ideas with IMPACT opportunities


including Adapter and Disseminator grants, please contact:
Audrey Onyeike, Program Director
Ideas with IMPACT
The Education Fund
305-558-4544, Ext. 113
Email: [email protected]
www.educationfund.org
TABLE OF CONTENTS
GOALS AND OBJECTIVES................................................................ 3
COMMON CORE SCIENCE STANDARDS .......................................... 4
INTRODUCTION ............................................................................... 6
COURSE OUTLINE AND OVERVIEW ................................................ 7
SAMPLE LESSON PLAN ................................................................. 10
SAMPLE STUDENT WORK ............................................................ 12
RESOURCE LIST AND INTERNET SITES ........................................ 13
REFERENCES................................................................................. 17

Image Credit: Merge VR

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Goals and Objectives

My objective was to help my students (especially my ESOL


students) advance academically by implementing a STEM-based
Augmented Reality (AR) experience using the Merge Cube within the
classroom. Students would be able to learn by taking part in an
interactive experience with the Merge Cube that reaches all types of
learners (tactile, kinesthetic, visual, and auditory). As a STEAM
(Science, Technology, Engineering, Arts, and Math) Designation
School, we are driven to motivate and engage our students to think
strategically and problem solve. Using the Merge Cube has not only
accomplished my objective but has also helped my ESOL (English
Speakers of Other Languages) students acquire necessary vocabulary in
an interactive way.
As an educator, I’m always looking for new and innovative ways
to engage my students and get them excited about learning. As a parent,
I also know how frustrating it is to get kids interested in learning
something new which they believe is not necessary for them in life -
especially if it is not going to help them in what they already do with
most of their free time, such as Fortnite, Roblox, or Minecraft. That is
why using the Merge Cube is so captivating and engaging for students.
It is one of the most easily accessible devices to use when teaching
hands-on science with augmented reality.

Image Credit: Merge VR

3
Common Core Science Standards

According to the Florida Department of Education, the NGSSS


(Next Generation Sunshine State Standards) for science are organized
by grade level for grades K–8. Although 18 Big Ideas are present
throughout all grade levels and build in rigor and depth as students
advance, not all grades have benchmarks for each Big Idea. The
benchmarks for grades K–2 serve as a foundation for grades 3–5
benchmarks. For that reason, science teachers in K–2 must ensure a
good, solid foundation so that students can succeed later on in school
and when they take the Science FSA in 5th grade.
These are some of those foundational standards in the elementary
grades which can be mastered using Merge Cube applications:
SC.2.E.6.1 Recognize that Earth is made up of rocks. Rocks come in
many sizes and shapes.
SC.2.E.7.2 Investigate by observing and measuring, that the Sun's
energy directly and indirectly warms the water, land, and air.
SC.2.L.17.2 Recognize and explain that living things are found all over
Earth, but each is only able to live in habitats that meet its basic needs.
SC.2.L.14.1 Distinguish human body parts (brain, heart, lungs,
stomach, muscles, and skeleton) and their basic functions.
HE.2.C.1.6 Recognize the locations and functions of major human
organs.
SC.3.E.5.3 Recognize that the Sun appears large and bright because it is
the closest star to Earth.
Middle School Standards:
SC.6.E.6.2 Recognize that there are a variety of different landforms on
Earth's surface such as coastlines, dunes, rivers, mountains, glaciers,
deltas, and lakes and relate these landforms as they apply to Florida.

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SC.7.E.6.2 Identify the patterns within the rock cycle and relate them to
surface events (weathering and erosion) and sub-surface events (plate
tectonics and mountain building).
SC.7.E.6.5 Explore the scientific theory of plate tectonics by describing
how the movement of Earth's crustal plates causes both slow and rapid
changes in Earth's surface, including volcanic eruptions, earthquakes,
and mountain building.
SC.8.E.5.8 Compare various historical models of the Solar System,
including geocentric and heliocentric.

Image Credit: Merge VR

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Introduction

It may be hard to believe but by 2025, two billion of the world’s


population is going to be made up by the youngest generation:
Generation Alpha. Generation Alpha is made up of children born
between 2010 and 2025 (Vargason, 2017). This generation of students
is considered to be the most technologically infused generation to date.
They have no problem using technology, smartphones, tablets, and
computers. These students have never known a world without Internet,
or video games.
Infusing the classroom with modern technology is essential in
addressing today’s student needs (Wichlinski, 2017). Wichlinski (2017)
goes on to say that “by integrating these methods into our current
system (of instruction), we can better prepare students for the real
world.” Therefore, today’s educator must captivate the student’s
attention with game-based learning, virtual reality and augmented
reality devices in order to engage the Generation Alpha students to
learn. Being an educator in this technological era means staying up to
date with engaging programs that will help students not only understand
complex and abstract concepts but allow them to see how those
concepts are useful in preparing them for their possible future careers
all while keeping in mind that many of these careers do not even exist at
the present moment.

6
Course Outline and Overview

Being a parent of a child that constantly needs motivation to


succeed in school has given me a different perspective and approach to
engage students within my own classroom. Every student wants to
succeed but getting them motivated in education is key to achieving that
academic success. Ask a student to study for a science test and I’m sure
her or his motivation to pick up a book or an outline defining scientific
concepts and vocabulary is less than positively taken into consideration.
Yet, ask a student to take out a cell phone or tablet and use a hand-held
cube to learn about the human body with a 3D holographic image and
their curiosity, engagement, and motivation has suddenly reached new
heights. This type of learning is the future of education.
Through the use of digital technology, virtual realities can create
experiences for students which would otherwise be very difficult or
even impossible for them. Since today’s students are very tech savvy,
why not take advantage of their technological skills and infuse their
education with 21st century learning?
As an educator, I not only want my students to succeed
academically, but also to positively impact their future success, college
plans and careers. The future of education is technology. According to
April Chamberlain (2014) the District Technology Integration Specialist
at Trussville City Schools, “Education is evolving due to the impact of
the Internet. We cannot teach our students in the same manner in which
we were taught. Change is necessary to engage students not in the
curriculum we are responsible for teaching, but in school. Period.” If we
are to truly prepare our students for their future, we must grasp the idea
that technology is and will surround every aspect of our lives.
Given what we know from this new generation of student learners,
as educators we can’t teach them the way we were taught; no more “old
school” techniques and strategies. We must find new means of
engagement with our Generation Alpha students; yet at the same time,
as teachers, our means of funding new technological devices must be
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cost effective. Let’s face it, although we are a technological society,
schools can’t afford to provide teachers with new digital devices for
each student; it’s just not possible. We must be creative, tech savvy, and
resourceful in order to provide our students with that high level of
digital technology engagement given our monetary constraints. This is
where the Merge Cube comes to save the day.
The Merge Cube costs only $20, yet its capabilities and
applications are immeasurable in terms of student engagement and cost
effectiveness. You will also need a smartphone or tablet and to
download the free applications called Mr. Body and Galactic Explorer
from your App Store. The Merge Cube acts like a QR code, giving the
apps the ability to appear holographic and in 3D. If you don’t feel safe
handing over your smartphone to your students to use with the Merge
Cube, you can buy the Merge AR/VR Headset - Augmented and Virtual
Reality Goggles ($30) and securely put your phone in the protected
goggles.

Image Credit: Merge VR

My entire 2nd grade class of 19 students participated in using the


Merge Cube during Science. We met a total of 150 minutes every week
(two days for one hour and one day for half an hour). The beauty of the
Merge Cube is that this one product can be used from K-12th grade, yet
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in my opinion, given the apps I utilized, it would be better suited for
elementary and middle school students serving as a solid foundation in
Science skills for high school students.
I began using the Merge Cube with my Science class for the
second half the 2018-2019 school year and witnessed how it helped not
only my struggling students succeed academically, but my ESOL
(English to Speakers of Other Languages) students, who lack the
vocabulary and English language, as well. Since some of my students
are ESOL Level 1, I found that when they brought their own devices
(configured in their language) to use with the Merge Cube, all the text
for the desired information was in their home language. Students got to
see what each piece of information said in their language, while
learning the vocabulary terms and meaning in English. This was an
even greater feature I didn’t even know was available until I started
using it with my ESOL students.

ESOL student viewing text information in his own language.

9
Sample Lesson
The Human Body Part: Brain

Standard
SC.2.L.14.1 Distinguish human body parts (brain, heart, lungs,
stomach, muscles, and skeleton) and their basic functions.
Body of Knowledge: Life Science
Big Idea: Organization and Development of Living Organisms
Learning Objective: Understand how structures and systems of
organisms in the human body perform functions necessary for life. In
this lesson students will gain the skills to identify and explain the
characteristics and functions of the brain and the different sections of
the brain.
Vocabulary:
Frontal Lobe Occipital Lobe Cerebellum
Temporal Lobe Parietal Lobe
Materials Needed
• 1 Merge Cube for every 3 or 4 students

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• Science Journal
• 1 Student tablet, iPad, or smartphone for every 3 or 4 students
• Mr. Body App downloaded from App Store on student devices
• Brain Game Worksheet from:
https://thecraftyclassroom.com/crafts/anatomy-crafts-for-
kids/brain-crafts-activities/
Prior Knowledge
Students should know that the human body has different body parts and
they all have distinct functions. Students should know that each body
part has a similar function (example: skeleton - supports the body,
muscles - movement of the body, etc.)
Activities
1. Students will go to https://safeshare.tv/x/qZUaQqyJsa to view an
introductory video on the brain.
2. Students will then be placed in groups of 3 or 4 and be given a
Merge Cube to use with their own devices with the Mr. Body App.
3. Students will be given 5 minutes with the Merge Cube to explore
the major human parts inside the body.
4. Distribute Brain Game Handout depicting the brain so that they
can label each part of the brain with their Merge Cube
5. Students will then take out their Science Journals and write the
informational text within each of the lobes of the brain from the
Merge Cube.
6. Students will glue the Brain Game worksheet in their Science
Journals along with each piece of information text from the 5
sections of the brain (see Sample Student Work below),
Evaluation
Brain Worksheet and Student Science Journal

11
Sample Student Work

Worksheet from: https://thecraftyclassroom.com/crafts/anatomy-crafts-for-kids/brain-crafts-activities/

12
Resource List and Internet Sites

The resources needed to use the Merge Cube are easily accessible
through Apple App Store or Microsoft Store depending on your device
and operating system. Here is a list from www.MINIVERSE.io giving a
brief description of the app, QR code, available languages, operating
system, and cost.

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Here are more useful sites where you can obtain more information on
how to utilize the Merge Cube in your classroom:
https://www.teacherspayteachers.com/ Teachers Pay Teachers TpT
https://mergevr.com/cube
https://mergevr.com/edu-resources/activity-plans
https://drive.google.com/file/d/1y6a3NzcnBoOSky1zrsnHZP-
cuwIBodAY/view
http://www.janusgroup.us/merge/
https://www.virtualiteach.com/single-post/2019/01/29/Top-5-Apps-for-
the-Merge-Cube
https://thecraftyclassroom.com/crafts/anatomy-crafts-for-kids/brain-
crafts-activities/

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References

Chamberlain, A. (2014). May the Tech be with You: Training to


prepare the future. Retrieved August 3, 2019, from
http://aprilchamberlain.edublogs.org/author/aprilchamberlain/
Vargason, D. (2017). Meet Generation Alpha: 3 Things Educators
Should Know. Retrieved August 3, 2019, from
https://www.nwea.org/blog/2017/meet-generation-alpha-3-
things-educators-know/
Wichlinski, K. (2017). Technology in Schools: Why It’s a Good Idea.
Retrieved August 3, 2019, from
https://medium.com/@kwichlinski001/technology-in-schools-
why-its-a-good-idea-53cad5e074a8

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