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TLC Sandbox

The WVU Teaching and Learning Commons Sandbox is a research and development initiative for faculty, graduate students, and staff to assess and test emerging learning technologies. Its primary location is in the experimental space on the ground floor of the  Evansdale Library and easily accessible by car or just a 4 minute walk from the WVU Personal Rapid Transit System. The Teaching and Learning Commons exemplifies an evidence-based, scholarship approach that incorporates creativity, collaboration, innovation, and balance.

Open by appointment only. Please submit a Teaching and Learning Commons consultation request to:

  • Experience the new Teaching and Learning Sandbox experimental space
  • Talk to instructional designers about new approaches to teaching
  • Explore new instructional tools (more information below)
  • View new media applications in courses

Instructional Tools

We are promoting the use of technology in new and advanced ways for the sake of learning, not just for the sake of technology. In order to accomplish this, we need to work with instructors to identify the piece(s) of technology to best meets their need to wield as a tool for instruction.

Here are just a few of the tools the Teaching and Learning Commons have available to experience:

GREEN SCREEN

This technology allows instructors to enhance their content when discussing different visual elements. Instructors' PowerPoint slides can be superimposed in the video lecture so students can see content while it is being explained.

instructor shown in front of greenscreen or in front of image showing pre and post editing
   

LIGHTBOARD

Lightboard technology represents the traditional face-to-face classroom chalkboard. This technology enhances the online learning for students, because they are able to see the instructor’s facial expressions when they are working through content.

person drawing on a lightboard
   

3D PRINTING

A 3D printer allows for fast prototyping, as well as provides a bridge between creative ideas and hands-on learning. The Sandbox has a FlashForge Dreamer printer.

selection of 3D printed objects
   

3D SCANNING

These devices allow a computer to capture a 3-dimensional representation of a real-world object. We have a Matter and Form tabletop scanner, as well as a 3D Systems 'Sense' handheld scanner.

two 3D scanners, one table-top and one hand-held
   

DOCUMENT CAMERA

Also called visualizers, these are used as an imaging device for producing live images of 2D or 3D objects placed on a display surface. We utilize the Lumens DC-192 model, which has the additional functionality of still image or video (with audio) capture direct to a USB stick or to a computer with their 'Ladibug' software.

lumens ladybug document camera
   

POINT-OF-VIEW CAMERA

These devices can provide a first-person perspective on educational activities, as well as unusual perspectives of any academic activity. We utilize GoPro Hero4 cameras.

presentation table with tablets showing go pro camera footage
   

360 CAMERA

A 360-degree camera captures content to allow the learner to virtually be in an environment, where they have access to different educational tools. We own a Ricoh Theta S.

360 degree view of room
   

LIVE EVENT CAMERA

This small camera provides a simplified system for live action, real-time editing while streaming. We own a Livestream Mevo.

Mevo camera with the view on a smart phone
   

TELEPRESENCE

This technology allows for a more interactive participation at a distant location through remotely controlling a mobile two-way video device. We have the Suitable Technologies Beam+.

President Gee looking at the Beam Telepresence robot
   

TABLET CLASSROOM

As a mobile "computer lab", these tablets can be distributed to students within a non-technology classroom. (And with additional technology, an instructor could have the ability to go "into the field", teaching directly from their tablet to the students' tablets). Our chosen tablet model is the Microsoft Surface Pro 4.

tablet cart
   

STANDING DESKS

Although not your typical piece of innovative technology, these devices promote engagement for a versatile learning space environment.

standing desks
   

VIRTUAL REALITY / AUGMENTED REALITY / HOLOGRAMS

From 'DIY' smartphone reflections to fully interactive high-definition mixed-reality holograms, we are currently experimenting with academic use of devices such as Google Cardboard, ViewMaster VR, and Microsoft Hololens.

fish appears to swim above the phone surface
   

WIRELESS TEACHING / COLLABORATION PRODUCTS

Fully utilizing mobile devices for classroom teaching necessitates a wireless link to the projection system. Some of these products also have multi-user collaboration features built-in. We have tested several models including: Miracast, ShareLink, ClickShare, etc. At this time, we have standardized on Mersive Solstice.

Chrys Dean writes on a Microsoft Surface
   

COLLABORATION SERVICES

Online meeting software and web-hosted services that provide meeting, desktop sharing, and video conferencing capabilities to enable users to interact with colleagues via the Internet in real time. The TLC Sandbox is currently piloting Zoom services with select faculty with specific academic needs.

GoToMeeting interface
   

COLLABORATIVE CLASSROOMS

These classrooms stand apart from the typical lecture-style facility, in that students can work together in small groups, then display their content to the class.

Classroom photo
   

COLLABORATION FURNITURE

Furniture designed with collaboration in mind, able to support a wide range of teaching and learning styles. We have Steelcase Verb furniture and Node seating, paired with Mediascape Mobile units.

verb tables and colorful node chairs
   

CONTENT CAPTURE / STREAMING

There are several technologies available to record and/or stream standard lecture content. When groups divide and cross-collaborate, other methods unique to the situation may need to be utilized. We are testing several products to support both basic and complex situations. We have GoToMeeting accounts, a Mediasite RL Recorder, multipoint distribution system, and more. Web cameras include USB standard, wide-angle, Pan-Tilt-Zoom, and a 360-degree dynamic audiovisual camera.

GoToMeeting 

 

Submit a Teaching & Learning Commons consultation request to discuss how these and other technologies could be used with your teaching style.