Summary of learning EC&I 833

“We don not learn from experience; we learn from reflecting on experience” – John Dewey

It is hard to believe that we are at the end of another course. throughout this course, I have gained so much knowledge about the history, foundations, and theories and ideologies that have influenced and continue to influence teaching and learning with technology.

This was my second course with” Katia”, and I have learned a a lot from her and my classmates. Earlier, I had little knowledge about the foundations and history of technology, but this course guided me a lot. Apart from that, I have learned about new digital tools for distance and online education from my group members.

Click the link below to watch the video:

Thank you very much

Lovepreet Kaur

THE EC&I 833 Summary of Learning

For my Summary of Learning, I went with something that I have not done yet in my Masters journey… a podcast. With the help of Prairiesouth Learning Consultant and resident podcast guru, Mr. Logan Petlak, I share my thoughts on my learning experience for EC&I 833. This was a really cool experience, tapping into something

Continue reading THE EC&I 833 Summary of Learning


Augmented Reality (AR) presents the interaction between the real world and virtual information. AR implementation is increasing in several sectors, educational institutions also utilizing the AR to increase the interest within learning among the students. Augmented reality is different from virtual reality as it provides a real world feeling to the users. The users can participate and experience the features and image of their own real world. In the rooms it can be used effectively to involve the students into the study curriculum, or to improve their knowledge. There are many AR apps available that can help the teachers to engage the students such as Jig space, narrator AR, Animal safari and more. In this respect, the Animal Safari is the one of the best AR applications that creates virtual reality within the student’s environment. Within the classroom, the students can experience the presence of virtual animals. The students can explore the animals everywhere in their own surroundings without going to the real forest safari. This app can help the students to explore and gain knowledge about the different animals and creatures. Apart from this Paint 3D is common app of Microsoft office which can be used by the students in the class to create 3D models. It will enhance the creativity level of students so that students can learn the things more practically and in an intelligent manner. Virtual Reality has also modified the education world as it provides realistic content to students through which students can view the real world through simulation. With this technology students can improve the learning style by using 2D/3D/4D modeling that enhances the view of the objects that will provide easiest way to understand the concepts of their subjects and helps in discovering new things. These applications will create animated objects in which students will take more interest.

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            It can be concluded that the modern classrooms need several technologies to make them feel real and engaged to the study curriculum. The digital technology has been improved with time; the teaching professionals have been utilizing the technology as per the demands. Augmented Reality is the new entrance in this field, especially after the Covid the school starts to understand the importance of the AR to provide a real feeling of the things that are not there. On this respect the app Animal Safari can provide the students the real feeling of animals in their own environment. 

Summary of Learning

This has been such a great semester… I learnt a lot of things and really enjoyed the interactive presentations of my peers… In my first learning summary, I used a tool named Animaker and made an animated video

As this is my second ed. tech course I planned to do something new and tried Padlet + Canva for my learning summary. I used canva for making slides and recording audio. I have added my slides on padlet… You can scan the QR or can follow the link which is given below…

QR code for this padlet


— Thank You

EC&I 833 – Summary of Learning

*This post has been written as part of my journey as a Ph.D student through University of Regina

This narrative summarizes my learning experience through the course as portrayed through the lens of one of our first readings, 5 Things You Need to Know About Technological Change by Neil Postman.

Media Overview:

  • Title slides generated through Canva
  • Narration recorded using a Snowball microphone
  • Video editing completed using WeVideo
  • Stock video clips and audio used through WeVideo

Applicable References

-Postman, N. (1998). Five things we need to know about technological change. Recuperado de http://www. sdca. org/sermons_ mp3/2012/121229_postman_5Things. pdf.

-Zhao, Y., Gaoming, Z., Lei, J., & Wei, Q., (2016). Never send a human to do a machine’s job: Correcting the top 5 edtech mistakes. Thousand Oaks, CA: Corwin

Sunder, P. (2018). The effectiveness of audio-visual aids in teaching-learning process. IJCRT, 6, 1. 1509-1515.

Makransky, G. , Andreasen, N. K. , Baceviciute, S. & Mayer, R. E. (2021). Immersive Virtual Reality Increases Liking but Not Learning With a Science Simulation and Generative Learning Strategies Promote Learning in Immersive Virtual Reality. Journal of Educational Psychology, 113 (4), 719-735. doi: 10.1037/edu0000473.

Blog posts related to EC&I 833 can be viewed HERE

Virtual, Augmented and Mixed realities in Education

The educational process has evolved significantly over the last decade, providing students of all ages with enhanced and interactive experiences through various technology. One example is the incorporation of AR and VR technology into the classroom to immerse students in the material they are studying and bring it to life, thereby broadening their imagination and promoting a better learning experience which was initially introduced as a means of entertainment. All students, from preschool to post-secondary, benefit from the use of virtual and augmented reality in education. VR creates an immersive virtual environment that is 75% virtual, while AR augments a real-world scene that is 25% virtual. Both require a headset device and students can move in a virtual environment. and students can move in a fictional world thought AR is more closer to the reality that’s when the mixed reality comes in handy which is a perfect cross between AR and VR. This is most likely a newer term, but this technology is expected to become mainstream in education and business in the near future. It is based on allowing instinctive data interaction while eliminating screen-based work.

Student uses augmented reality platforms and vr education apps to learn coding.


let’s look at some of the benefits of incorporating Mixed realities into classrooms-

  • Enhances the learning process
  • Increase accuracy and efficiency
  • Experience and knowledge can be shared over long distances.
  • Use of different AR and VR Platforms Improve Coding teaching experience.
  • Helps to over come the outdates teaching methods
  • provide students with more freedom and independence to explore a topic

Every technological invention has its own set of challenges; these are some of the difficulties that educators may face when incorporating these realities into the classroom.

  • AR implementation costs are relatively
  • Many devices offer only mediocre performance.
  •  lack of user privacy
  • If security is not prioritised, the introduction of augmented reality may result in a security breach.

To summarise, I believe it is a great tool to include in modern teaching for improved learning; however, I strongly believe it is not a substitute for reality; maintaining a nice balance is important. I liked the point that we discussed in our class presentation that it can be really useful for field trips, especially to places that are difficult to reach for monetary and security reasons, such as the NASA space centre, the Museum of London, world’s historical sites, and so on.

Thank you!

Do all students benefit from coding? Who may not?

Coding is a creative process, a skill that can be learn by anyone irrespective of their age and allows you to make something out of nothing, and when you create something from. zero, it activates your imagination and, leads you to the path of creativity. Not just this coding is fun and entertaining activity there are so many websites like scratch, blockly, Ruby, which enables kids build the game of their choice using block coding this kind of hands on learning helps kids to build cognitive skills but in a fun way. There are nemerous benefit of learning coding especially for kids of younger age like it enables problem solving skill, computational thinking, promotes creativity etc. Coding requires more practice rather than theory so, Kids learn it by doing it.

Coding, in my opinion, is beneficial to all students, regardless of career preference, especially at a time when our lives are so reliant on technology. According to this article, 50% of jobs today require coding skills, so learning coding will undoubtedly open up more opportunities for them in the future. Furthermore, coding provides a new perspective on the world, much like learning and mastering a second language. Computer code, like English or any other language, is a way to describe reality. A programming language, like any natural language, has its own grammar and syntactic rules, and thus offers many of the same benefits. Many places will not hire you if you do not speak a second language.

Here are some of the major benefits of why I think coding is beneficial for all the students-

  • Coding fosters creativity
  • Coding improves math and logic skills
  • Coding helps with problem-solving
  • Coding projects helps develop resilience
  • Coding makes learning fun
  • Coding is a social activity
  • Coding prepares students for the careers of the future

Kodlama Atölyesi runs coding workshop programs for children aged between 8 and 16. (Courtesy of Kodlama Atölyesi)

Image source-

There are numerous advantages to learning to code. However, if there is a lot of resistance from parents and teachers about learning coding, it is because of a lack of awareness about the subject because coding has been around for years but was not a part of a school curriculum, many parents still believe that it is a professional subject and should only be learned at the university level, the government of Ontario and many other countries are now coming up with idea of making coding a regular subject in schools like any other so that parents and students both can learn and understand the importance of it.

Thank you!

Summary of Learning – That’s a wrap! 😊

It’s hard to believe that the semester is coming to an end. As I am posting my “Summary of Learning” to my blog, I am excited to see where my tech journey will take me in the future! I went a little out of my comfort zone with my final project and I researched something new that I have wanted to try out for years now. I figured now is the time to go for it when I was feeling inspired to create. For my final project in EC & I 833, I decided to create my own virtual classroom! I can’t tell you how many tutorials I watched to get my Bitmoji Classroom set up just the way I wanted (haha – it was defintely a few! Thank goodness for tutorials on YouTube 😂). I still have lots to learn when it comes to this technology, but I am motivated to continue to use this virtual classroom I set up with my kiddos. I will say you can defintely take hours playing around with setting up a virtual classroom and there’s many possibilities to what you can include in your virtual classroom. Thank you Katia for a wonderful and informative semester and thanks to everyone in this class for being part of my tech journey and allowing me to be a part of yours! I hope our paths will cross at some point again! 😊

Summary of Learning – EC&I 833 Bitmoji Classroom

Assistive Technology bringing accessibility into the classroom 👏👏👏

As the World Health Organization mentions, assistive technology “enables and promotes inclusion and participation, especially of persons with disability, aging populations, and people with non-communicable diseases. The primary purpose of assistive products is to maintain or improve an individual’s functioning and independence, thereby promoting their well-being. They [also] enable people to live healthy, productive, independent, and dignified lives, and to participate in education, the labour market and civic life”. When we refer to assistive technology in education it is considered to be “the use of devices and software to improve the experience of learning or going about daily life. Assistive technology can range from Braille displays and books to text-to-speech software or wheelchairs. [Furthermore,] assistive technology can be anything that improves life and learning” (Rice, 2022). Moreover, what we should consider is that when we enlist the use of assistive technology we are not only “improving accessibility for one group, [but also improving accessibility for all], in ways we can’t always predict (Rice, 2022).

One of my first experiences with assistive technology that I can recall was during the time I was finishing my undergraduate degree and working as an educational assistant at the same time. While working as an educational assistant I got the chance to work at different schools with different children of varying age groups. As a student, preparing to enter the teaching field, I was provided with new insight regarding the diverse needs of our students in the classroom and all the different assistive technology that was available to improve their learning experience at school. The first assistive technology tool I encountered while working as an educational assistant was a Braille display that a student with vision impairments would use to complete their work and participate in learning activities. It was complicated to use, but I was taken aback by the level of enthusiasm this student showed when she had the opportunity to teach me how to use the Braille display to help her with her assignments. Additionally, I had the opportunity to work with tablets and different applications that were available to help students be independent and complete their work in the classroom. The most common software I came into contact with on tablets was voice-over applications, screen readers, typing applications, and visual aid applications.

Once, I started working as a French Immersion teacher in a dual track school that also housed a Jr. FIAP and Sr. FIAP program, I became more familiar with other assistive technology that was available to students so that they could maximize on their experience as well as their learning while at school. It was the first time where I started to consider wheelchairs, accessibility ramps, and adaptive bikes as being educational assistive technology. The numerous assistive technology tools that our FIAP teachers would acquire for their students were indeed many, but whenever they would discuss their students with me, there was a common goal to bring assistive technology into the classroom to help students become independent (as much as possible) and to improve accessibility while they were at school. Most importantly, FIAP teachers, just like most teachers, were wanting their students to experience success in the classroom and have a favourable learning experience while they were at school.

As educators, I truly believe that we are open-minded when incorporating whatever technology, we can into our teaching that will help our students have a more enjoyable and fuller experience at school. We want our students to be independent and we strive to ensure all our students can engage with the whole school experience and get the fullest out of their education.

Summary of Learning

For this final assignment, I talked about my experiences and learning about technology and how it impacted my teaching philosophy and practice. I have chosen a timeline as a format to showcase my learning in this course. My presentation adopts the similar progression of how technology has evolved from early stages to the current advancement in the world wide web, from web 1.0 to 2.0, and the present.

My Educational Technology Timeline