EDTECH Island Two Years Later: Training Teachers in Virtual Worlds
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Transcript of EDTECH Island Two Years Later: Training Teachers in Virtual Worlds
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Training Teachers
in Virtual Worlds
EDTECH Island Two Years Later
Dr. Lisa DawleyDept. of Educational Technology
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EDTECH Island ThenJanuary 2007
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EDTECH Island NowMarch 2009
• 8 graduate courses, $130K 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 1,200 members
• Sandbox, classrooms, amphitheater, and learning centers open to the public
• Professional organizational partnerships
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Persistent Social Network Learning
1. Design of the physical space
2. Appropriate and scaffolded use of social network communication mechanisms to support learning, connection, engagement, community
3. Give community members ownership
4. Create partnerships
5. Incorporate elements of game design
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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!
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#1 Physical Design
DESIGN TO MEET NEEDS
building, living, sharing information, attending events, socializing, experiential learning
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Use nodes and pathways to promote persistence
Physical Design
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Aug. 2-9 Aug. 10-17
Data collection:Using Maya Realities, a web-based database, and an event log
Physical Design
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Physical design: What we’ve learned
Use pathways, nodes, signage
Group notices support persistence
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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)
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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)
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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)
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#2 Social Network Communication Mechanisms
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In-world social
networks
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1,200 Members
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Professional Presentations
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Hosting formal and informal social events
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Teach people how to build
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Out-of-world
Networks
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Examples of Social Network Knowledge Construction
• Written reflection…in blogs and wikis
“Write a minimum of a 150 word synthesis, discussing connections between theory and practice, the readings and your own teaching context.”
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Examples of Social Network Knowledge Construction
•Tagging
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• Build an exhibit (inworld mechanism)
“Pose and answer a question that you have related to tools and educational resources in Second Life.”
Examples of Social Network Knowledge Construction
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• Compile and share writings on a listserv
“Pose a specific challenge that educators or schools face when teaching in Second Life Using the resources provided above, throughout the course, or those of your own choosing, write a minimum of a 100 word response that provides a solution(s) to the identified challenge.”
Examples of Social Network Knowledge Construction
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• Participate inin-world presentations
Examples of Social Network Knowledge Construction
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• Impressive list of guest speakers. I learned a lot and have gained a lot of confidence, too.
• Although I had spent time in-world before, the guidance I received in this class has introduced me to an educational community at the cutting edge. I signed up for 3 credits and I got far more than I paid for.
• Essential course for teaching using MUVES.
• What a wonderful course. It was an amazing, life-changing class.
• Very useful elements have been the blogging, teaching activities, and social networking in gaining institutional buy-in and 'proving' Second Life is an effective teaching environment.
SNKC:Course Evaluations
Overall Quality of Instructor = 5.0 (scale of 1-5, n=10)Overall Quality of Course = 5.0 (scale of 1-5, n=10)
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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”
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#3 Community Ownership
All members can send notices on list
Anyone can reserve teaching space on EDTECH
Anyone can request condo space
Island and sandbox open to public
Dalai Haskell, skytower & amphitheater
BCreative Wilde, condos
MissAnnie Giovanni, sound garden
Jeremy Braver, games center
Leslie Beaumont, island mgmt
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AECT in Second Life
ARVEL SIG
iNACOL
ICT Library
TeacherStream
#4 Professional Partnerships
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#5 Include gaming elements: play
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Gadgetz Steampunk “EdtechGadgetz” on Twitter
NPCS & Mascots who social network
Emilia EdTechNPC Guides