Top Banner
Virtual World Teaching & Design for New Media Literacy Learning Lisa Dawley, Ph.D. Dept. of Educational Technology [email protected]
45

Knue2009 Final

May 06, 2015

Download

Education

Lisa Dawley
Welcome message from author
This document is posted to help you gain knowledge. Please leave a comment to let me know what you think about it! Share it to your friends and learn new things together.
Transcript
Page 1: Knue2009 Final

Virtual World Teaching & Design for New Media Literacy Learning

Lisa Dawley, Ph.D.Dept. of Educational Technology

[email protected]

Page 2: Knue2009 Final

Audience

How many have been in a virtual world of any kind?How many have created an account, an avatar in

Second Life?How many are inworld more than 1 hour per week?How many are inworld more than 3 hours per week?How many currently teach in SL?

Page 3: Knue2009 Final

Web 2.0 Tools

Ø Explore social networking technologies…

Blogs - web journal www.blogger.com

Wikis - collaborative online space, editable by community

www.pbwiki.com

Photo & Video Sharing www.flickr.com photobucket.com www.youtube.com

Virtual Worlds - online 3D, immersive environments

ActiveWorldsSecond LifeThereHipihiHabbo GogofrogWhyVilleToonTownClub Penguin

Page 4: Knue2009 Final

Why Virtual Worlds?

Ø The Internet is Going 3D

In 2007, 24%, or 8.2 million children, visited virtual worlds.

By 2011, the estimate is 53% or 20 million.

3DLearn Interactive Academy http://www.3dlearn.com/

• Over 100 virtual worlds are in use or planned for release this year.

•By the end of the year, Club Penguin will be the largest with over 50 million kids.

•By 2011, 80% of internet users will use virtual worlds.

Page 5: Knue2009 Final

Participatory Culture & The New Media Literacies Play

Performance

Simulation

Appropriation

Multitasking

Distributed Cognition

Collective Intelligence

Judgment

Transmedia Navigation

Networking

Negotiation

Visualization

Page 6: Knue2009 Final

Play the capacity to experiment with one’s

surroundings as a form of problem-solving

Page 7: Knue2009 Final

Performance the ability to adopt alternative identities for the

purpose of improvisation and discovery

Page 8: Knue2009 Final

Simulation the ability to interpret and construct dynamic

models of real-world processes

Page 9: Knue2009 Final

Appropriation the ability to meaningfully sample and remix

media content

Page 10: Knue2009 Final

Multi-tasking the ability to scan one’s environment and shift

focus as needed to salient details

Page 11: Knue2009 Final

Distributed Cognition the ability to interact meaningfully with tools that

expand mental capacities

Page 12: Knue2009 Final

Collective Intelligence the ability to pool knowledge and compare notes

with others toward a common goal

Page 13: Knue2009 Final

Judgment the ability to evaluate the reliability and

credibility of different information sources

Page 14: Knue2009 Final

Transmedia Navigation the ability to follow the flow of stories and

information across multiple modalities

Page 15: Knue2009 Final

Networking the ability to search for, synthesize, and

disseminate information

Page 16: Knue2009 Final

Negotiation the ability to travel across diverse communities,

discerning and respecting multiple perspectives, and grasping and following alternative norms

Page 17: Knue2009 Final

Visualization the ability to interpret and create data

representations for the purposes of expressing ideas, finding patterns, and identifying trends

Page 18: Knue2009 Final

edtechisland.wetpaint.comedtechisland.wetpaint.com

Page 19: Knue2009 Final

EDTECH Island ThenJanuary 2007

Page 20: Knue2009 Final

EDTECH Island NowSeptember 2009

• 9 graduate courses, $150K tuition

• 7 instructors, multiple GAs

• “Construction Junction” workshop

• Avg. 450 unique visitors per week

• Numerous guest speaker events

• “Home” to over 50 international educators

• EDTECH Community group over 1,400 members

• Sandbox, classrooms, amphitheater, and learning centers open to the public

• Professional organizational partnerships

Page 21: Knue2009 Final

Pedagogy in Second Life

Ø What teaching approaches and techniques are used in Second Life?

Ø LectureØ Whole group discussionØ Small group discussionØ Collaborative projectsØ Scavenger huntsØ Peer observation and feedbackØ Surveys, testsØ Note-takingØ Field tripsØ SimulationsØ Guest speakersØ Design & buildingØ Commerce-based learningØ InterviewsØ And more….

Page 22: Knue2009 Final

K-12 Education in Second Life

Ø Examples of Second Life in K-12 Education

Camp Global Kids was the first virtual summer camp.

Global Kids Island in the teen grid is a place for teen

residents to learn about important social and world

issues.

Kids Connect is a series of workshops for young people in

multiple locations, teaching them to connect and work together

via performance, storytelling

and collaboration by both physical and digital

means.

Exploratorium in San Francisco, the museum of science,

art, and human perception, mixed real- and virtual-

world

experiences when they presented a live Webcast of

a solar

eclipse from Side, Turkey, in three virtual SL

amphitheaters.

Page 23: Knue2009 Final

Impact of Social Networking

Ø Why Use Social Networking? Web 2.0 technologies are changing the way we communicate. Communication

influences how people think and learn.

Historically, mass communication has involved transmission from a main source to

many users. Note the same is basically true for all levels of education since the

Industrial Age.

Teacher, TV, advertiser

Student

Student

Student

Page 24: Knue2009 Final

Teacher’s Role in Social Networks

Ø Why Use Social Networking? Social networking promotes mass

communication among all users, thus supporting constructivist approaches to teaching.

Examples of influence of social networks:

political campaign blogs, YouTube,

MySpace

Role of teacher: facilitator of the network

In an era of social networking, those

participating WITHIN the network are most

credible.

Teacher

Parent

Student

Student

Student

Teacher Student

Page 25: Knue2009 Final

Educator Networks In Second Life

Page 26: Knue2009 Final

Educator Networks Around Second Life

Page 27: Knue2009 Final

Educator Networks In and Around Second Life

Page 28: Knue2009 Final

Social Network Knowledge Construction

Table 1 Matrix for Designing SNKC New to Virtual

Worlds Some Experience with Virtual Worlds

Experienced with Virtual Worlds

Social Network Engagement Level

1. Identify networks

Provide single entry portal to virtual world (through a web page or wiki).

Introduction to inworld small group networks; create a group for specific course members.

Identification and inclusion of multiple in and out of world networks.

2. Lurk Enter, observe, and learn the culture and norms of the environment, as well as the tools provided.

Begin participation in inworld small group networks (attend a building class, hear a lecture); lurk on relevant listservs.

Encourage visitation to networks used by others related to course.

3. Contribute Begin interactions with others. Help other learners when possible.

Assist those hosting inworld events with marketing, traffic coordination.

Require contributions to multiple social networks, both inworld and out-of-world.

4. Create Build something inworld…a book, an object giver, a simple car.

Participate in a group build, such as an exhibit or build out a place for yourself.

Design your own network around a given topic, or build out a place for others.

5. Lead Establish a special interest group of like-minded peers on relevant topics.

Create an inworld group on a special interest topic.

Leverage partnerships among multiple group members to promote new knowledge development and learning opportunities.

Pedagogical framework

Develops “avatar capital”

Page 29: Knue2009 Final

1,200 Members

Page 30: Knue2009 Final

Professional Presentations

Page 31: Knue2009 Final

Hosting formal and informal social events

Text

Page 32: Knue2009 Final

Teach people how to build

Page 33: Knue2009 Final

Design of EDTECH Island for learning

Designed in response to students’ needs:

• Building skills• Information• Meeting place• Social area• Living areas• Amphitheater

Page 34: Knue2009 Final

What is persistence in virtual worlds?

the world continues to change and develop whether or not any particular subscriber is logged into it (Gehorsma, 2003).

what remains when the game is turned off and on--buildings, quests, NPCs, etc. (Bartle, 2004).

active and available 24 hours a day, 7 days a week (Wikipedia)

spaces in which the artifacts of others help guide new learners and where users are free to move and interact as they please (Jones & Bronack, 2007)

Aha!

Page 35: Knue2009 Final

Physical Design

DESIGN TO MEET NEEDS

building, living, sharing information, attending events, socializing, experiential learning

Page 36: Knue2009 Final

Use nodes and pathways to promote persistence

Physical Design

Page 37: Knue2009 Final

Aug. 2-9 Aug. 10-17

Data collection:Using Maya Realities, a web-based database, and an event log

Physical DesignPhysical Design

Page 38: Knue2009 Final

Physical design: What we’ve learned

Use pathways, nodes, signage

Group notices support persistence

Page 39: Knue2009 Final

Physical design: What we’ve learned

Use pathways, nodes, signage

Group notices support persistence

Offer living spaces to community members

Offer free services to the public (sandbox)

Page 40: Knue2009 Final

Physical design: What we’ve learned

Use pathways, nodes, signage

Group notices support persistence

Offer living spaces to community members

Offer free services to the public (sandbox)

Know who and when people are participating (time events, keywords)

Page 41: Knue2009 Final

Physical design: What we’ve learned

Use pathways, nodes, signage

Group notices support persistence

Offer living spaces to community members

Offer free services to the public (sandbox)

Know who and when people are participating (time events, keywords)

Page 42: Knue2009 Final

Challenges & Concerns

Ø Some Challenges and Concernswith Second Life

Mature content on the main grid

TOS and community standards

Access for all students

Faculty training, learning curve

Costs & management

Griefers

Page 43: Knue2009 Final

Videos on Second Life

Ø Watch These Videos to See What SL is All About…

New Media Consortium Second Life Video www.youtube.com/watch?v=K8wm_1TIHGA Global Kids in Second Life (3 videos)

http://secondlife.com/businesseducation/education.php

NOAA's Virtual Island www.youtube.com/watch? Architecture in Second Life Machinima www.youtube.com/watch?v=KruzH82Z2qQ

The Making of Suzanne Vega's Second Life Guitar www.youtube.com/watch?

v=bQL8_HB1HtQ

Page 44: Knue2009 Final

Getting Started in SL

Ø Getting Started in Second Life…

Second Life Education Wiki - everything you need to know about SL. http://sleducation.wikispaces.com/

Introducing your Real Life Students to Second Life - provides overview

of things to consider when using SL with your students.

www.cxknowledge.com

Rez Ed: The Hub for Learning & Virtual Worlds

http://www.rezed.org/

Second Life Education Grid http://secondlifegrid.net/slfe/education-use-

virtual-world

Page 45: Knue2009 Final

How do I teach in Second Life?

1. First, be a learner, not a teacher. Spend time on the main grid. 2. Take as many free classes as you can!3. Understand the basics of the interface (Torley’s YouTube videos!)4. Get involved in virtual educator groups:

Second Life (listserv) Teen Second Life (listserv) Rez Ed (website)

5. Learn where to find information: SL Education wiki SimTeach wiki

6. Learn to build7. Carefully plan your Teen SL project 8. Stock up your avatar before you move over9. Keep it fun! Allow you and your kids to be creative