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Using virtual worlds in education.

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Second Life in EducationDean Groom, Learning and Teaching Centre, Macquarie University SEPT 2009

Learningabout

[anything]new.

What are Virtual Worlds?

• is an online environment whose “residents” are known as avatars representing individuals participating online.

• The functioning of a virtual world can mirror that of the real world, or it can allow residents to do such things as fly, role-play or listen to iLecture together in a virtual lecture (the list goes on).

New opportunity

• Virtual worlds allow different and new types of interactions that provide better educational experiences for some students

• Virtual worlds facilitate “unintentional” learning, where students discover and create knowledge not for its own sake but in order to accomplish something they want to do, resulting in stronger comprehension and deeper knowledge.

New experiences

• The low stakes of an online environment encourage participants to experiment—to learn by trial and error—in a way not feasible in the real world. (Safe-Fail)

• Serious games, simulations and scenario based learning, though instructionally planned and designed virtual space.

Learning in Second Life

• virtual world created by Linden Labs.

• It is a MUVE - multi-user virtual environment. Not a ‘game’.

• Goals, activities, use and narrative is created entirely by the residents (users) of Second Life - with an edu-purpose

• It is free and open to anyone +18 online

Virtual Worlds exist for pre-school though to adults

Over 200 virtual worlds with +2 million users (each).

Warcraft ... More players than people in New South Wales.

Rise of immersion

• The number one application on Facebook - is a virtual world game - Farmville

• More Teens play social games that use social networks (ie Not blogging).

• Second Life has a real economy, with over1 million residents, making and spending millions of USD each year - profitably.

The term “amateur” in today’s culture tends to be heard negatively. But the etymology of “amateur” comes from the Latin word amator, suggesting something you do for the love of it. Professionals do something for pay; amateurs do something out of their passion or love for it.

PROFESSIONAL AMATEUR

SECOND LIFE IS USER DRIVEN.

From Marionettes to Avatars.

http://bit.ly/8fuhy [VIDEO LINK]

An opportunity to engage learners in an immersive and interactive environment that requires

knowledge, decision making, and information management skills.

EDU

CA

USE

However, the use of immersive learning environments association with play and fun is often considered noneducational.

EDU

CA

USE

Research suggests that these environments can play a significant role in facilitating learning through engagement, group participation, immediate feedback, and providing real-world contexts.

EDU

CA

USE

Macquarie “virtual campus” build Dec 2008.

Staff Meetingsin Virtual Space

2008

Role Play inAssessmentAugust 2008

Exploringurban planning

though simulation2009

Learning in Virtual Space

Quest Atlantis ... Grade 4-7 Virtual Learningcurriculum and shared reality.

Student Orientation in Second Life

Educational ConferenceAbout Virtual Worlds in Education

http://bit.ly/3J3CZHow to get here.