Published: Feb. 19, 2019

Kubi is a remote attendance tool that removes barriers to classroom participation for students who are not physically able to attend face-to-face classes. Recently in the news, Kubi is a robotic “neck” that holds a tablet and allows a remote user to control the tablet through a Zoom web conference meeting. From their own computer, the remote student can see, hear, and speak with their instructor and classmates using the tablet’s camera and microphone. The Kubi allows the remote student to take charge of their experience by moving the tablet 320 degrees side-to-side and 90 degrees up and down.

Learn more about how Kubi works, its pros and cons, and how CU is using it on campus!

Speakers

Tarah Dykeman. In her role as Kubi Service Manager, Tarah works to provide remote presence technology to students who are physically unable to attend class and also provides support to the Learning Technology Consultant team. Previously, Tarah conducted discovery work on the student experience in large lecture courses on campus and supported other projects, including the Kubi Pilot and the Pathway to Space Course Design, as a Learning Experience Design Graduate Assistant. Tarah completed her Master’s degree in English Literature at CU Boulder in May 2018. Her research interests include the evolution of the university classroom, and literary and cultural theory.

Dave Bunten. Dave is the Zoom Service Manager and an Application Administrator for the Classroom Capture and Distance Learning Studios Services within OIT's Learning Spaces Technology - Classroom Support team. He helps provide service management for the Zoom Web Conferencing service and technical expertise for the Classroom Capture and Distance Learning Studios services. This ranges from providing direct customer support, scaling implementations through automation, collecting and reporting on data analytics, and ensuring smooth service operations.

Rob Leary. Rob has been working in educational technology since 1997.  Since 2008 he has focused on active learning through audience response systems, and learning space audio/visual design and engineering.

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