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VEJ December 2014

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Congratulations to Gord Holden, 2014 Edovator of the Year and the 2014 Reader's Choice Award nominees and winners. All students deserve the opportunity to get their hands on code and get excited about learning computer science. It will be with the hands and minds of our children that we can change the world! Read this issue of VEJ to learn more about how you can leverage the Power of Code and be a part of the global movement!
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Page 1: VEJ December 2014

Reader’sChoice Awards

Gord Holden, Edovator of the Year

December 2014

PowerofCode

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December 2014

 

Hello  Everyone!      First  of  all,  we  are  very  excited  to  announce  Gord  Holden,  as  the  

2014  Edovator  of  the  Year!  If  you  have  read  the  past  several  issues  of  VEJ,  you  have  already  learned  a  lot  about  his  amazing  work  through  the  interview  articles  Scott  Merrick  did  with  Gord.  The  third  part  of  his  interview  is  featured  in  this  issue  of  VEJ.  We  look  forward  to  following  Gord  Holden’s  work  in  VEJ  for  years  to  come.  

Also,  huge  CONGRATULATIONS  to  all  of  our  2014  Reader’s  Choice  Award  nominees  and  winners!    All  of  these  people  and  venues  are  doing  amazing  work  in  Virtual  Environments  and  we  highly  respect  and  commend  each  of  them  for  all  they  do  to  further  virtual  education.  

We  are  excited  about  the  upcoming  2014  Hour  of  Code  global  activities  beginning  December  8,  2014.  Although  the  Hour  of  Code  is  a  weeklong  global  event  (December  8  –  14,  2014)  we  hope  that  you  will  help  continue  it  around  the  world  365  days  a  year.    

On  their  website,  hourofcode.com/us  they  report  74,028  Hour  of  Code  events  happening  around  the  world  with  a  map  showing  where  the  activities  are  taking  place.  Anyone  interested  in  joining  the  movement  can  sign-­‐up  on  the  website.  Also  on  the  website  there  are  one-­‐hour  tutorials  in  30  languages  for  people  ages  4  to  104.  You  do  not  need  to  have  any  experience  to  participate.  

For  the  first  time  this  year,  my  (rl)  school  will  be  participating  in  Hour  of  Code  activities  K-­‐5.    Several  of  the  authors  of  articles  in  this  issue  of  VEJ  share  examples  of  what  and  how  they  are  teaching  coding  to  their  students.  Be  sure  to  check  them  out.  

Even  if  you  don’t  have  time  during  the  week-­‐long  global  event  to  organize  Hour  of  Code  learning  activities  in  your  classroom  or  at  your  school,  do  it  sometime  this  year.    Go  to  http://www.code.org  for  FREE  resources  you  can  use  with  your  students.  Also,  be  sure  to  check  out  where  your  state  stands  on  opportunities  for  students  to  learn  and/or  earn  credit  toward  graduation  for  computer  science  courses.  Most  of  all,  you  will  probably  be  amazed  at  how  many  jobs  requiring  a  computer  science  background  in  your  start  are  unfilled.      

All  students  deserve  the  opportunity  to  get  their  hands  on  code  and  get  excited  about  learning  computer  science.  It  will  be  with  the  hands  and  minds  of  our  children  that  we  can  change  the  world!    

We  hope  you  will  share  the  Power  of  Code  with  your  students  this  year!  

Again,  CONGRATULATIONS  to  all  of  our  2014  VEJ  Award  nominees  and  winners!  Keep  up  the  GREAT  WORK!  

Happy  Holidays  from  all  of  us  at  VEJ!    No  matter  which  world  you  call  your  home,  ALL  THE  BEST  to  you  in  2015!  

Keep  smiling  J  Roxie  Neiro  (SL)  Rosie  Vojtek  (RL)  

In  This  Issue:    

• Gord  Holden,  2014  Edovator  of  the  Year  

• Virtual  Worlds  for  Education,  Part  3:  An  Interview  with  Gord  Holden  

• VWBPE2015  –  Hold  The  Date  

• Power  of  Code  • Geology  Valley:  A  21st  

Century  Collaborative  Alternative  

• Going  for  the  “Epic  Win”  In  Computer  Science  

• Understanding  Coordinate  Coding  with  Real-­‐World  Examples  

• Electronic  Blizzard  Days  • Did  We  Have  Fun,  Or  

What?  @  ISTE2014  VEPLN  • The  Educational  Potential  

and  Difficulties  Presented  By  Massively  Multiplayer  Online  Roleplaying  Games  in  Pubic  Education  

• Digging  Deeper:  Minecraft  as  a  Transition  to  Wider  Virtual  Worlds  

• Eliminating  a  Headache  

VEJ          Vol.  3  Issue  5  Virtual  Education  Journal  

June  2014  

To  Read  VEJ  online  visit:  http://www.virtualeducationjournal.com/    For  more  information  about  ISTE  SIGVE/VEN  or  to  join  the  fun,  visit:  http://sigve.iste.wikispaces.net/    Follow  us  on  Twitter  @VEJournal  or  #VEJournal      

Page 3: VEJ December 2014

Edovator of theYear

Gord Holden

2014

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Gord  Holden  is  an  innovator  with  a  mission.  Once  an  “intermediate  classroom  teacher,”  as  Immersive  

Technology  and  Learning  Specialist  at  Heritage  Christian  Academy  in  Courtenay,  British  Columbia,  he  has  brought  3D  virtual  learning  environments  (3DVLE)  learning  to  an  entire  population  of  young  learners.      

 

Gord  designed  and  implemented  a  groundbreaking  province-­‐wide  project  to  help  address  the  transience  of  Canadian  First  Nations  peoples,  by  constructing  and  making  available  virtual  villages  which  keep  alive  a  culture  that  the  transience  is  threatening  to  destroy.    He  now  trains  teachers  in  British  Columbia  and  Alberta  in  the  use  of  3DVLE’s  and  he  is  forwarding  their  use  for  learning  and  teaching  as  much  or  more  than  any  other  single  practioner  in  the  world.    

 

Gord  has  been  featured  in  a  3-­‐part  VEJ  interview  series  this  past  year.  We  look  forward  to  learning  more  about  his  practices  and  beliefs  in  this  issue  as  the  series  completes  itself  with  “Virtual  Worlds  For  Education  Part  

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3”.  You  can  read  the  other  two  interviews  in  the  April  2014  and  June  2014  issues  of  VEJ  at  http://issuu.com/edovation/docs/april_2014_vej  and  http://issuu.com/edovation/docs/june_2014_vej/1  .    

 

We  are  proud  to  announce  his  selection  as  VEJ  Edovator  of  the  Year  for  2015!  We  look  forward  to  following  his  work  in  future  issues  of  VEJ.  

 

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Virtual  Worlds  for  Education,  Part  3  An  interview  with  Gord  Holden  

 Heritage  Christian  Academy,  Vancouver,  British  Columbia  By  Scott  Merrick  

   

In  the  last  two  issues  of  VEJ,  we  discussed  and  toured  this  pioneer's  work  to  bring  virtual  worlds  (aka  3D  synchronous  online  learning  environments)  to  his  students  and  his  students  to  them.  Edovator  of  the  Year,  Gordon  Holden,  is  literally  leading  a  major  front  of  the  campaign  up  

there  at  his  school  in  Kelowna,  British  Columbia.    

 

Heritage  Christian  Online  School  is  

centered  140  miles,  as  the  raven  flies,  inland  from  Vancouver  in  Courtenay,  BC.    Gord  works  from  his  home  in  Courtenay.    Situated  on  the  eastern  shore  of  Vancouver  Island,  he  is  surrounded  by  forests  and  lakes,  with  the  world-­‐class  ski  hill  named  Mount  Washington  nearby  to  the  west,  and  an  ocean  laden  with  6-­‐25lb.  salmon  to  the  east.  He  has  team  members  working  with  him  from  locations  as  close  as  a  mile  away  (Ryan),  to  mid-­‐Vancouver  Island  (April),  Vancouver  (Heather),  the  interior  of  BC  (Michelle),  Sacramento  (David),  the  Silicon  Valley  (Cindy),  and  as  far  away  as  Indiana  (Scott).  

  Let’s  continue  the  conversation,  where  we  left  off  in  the  last  VEJ  Issue.  

 

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GH:  So,  regarding  the  discussion  on  the  dangers  of  engagement,  I’d  like  to  add  another  word,  investment.    

SM:  Two  words  dear  to  the  hearts  of  the  readers  I’m  sure.    

GH:  A  great  intro  to  this  is  the  recent  book  written  by  Chris  Hadfield  entitled  An  Astronaut's  Guide  to  Life  on  Earth:  What  Going  to  Space  Taught  Me  About  Ingenuity,  Determination,  and  Being  Prepared  for  Anything.  

SM:  Sounds  like  mandatory  reading  for  every  teacher.    

GH:  Indeed,  but  while  we  all  tend  to  value  “positive  thinking,”  the  twist  is  that  he  attributes  his  phenomenal  success  to  “the  power  of  negative  thinking.”  While  he  clearly  had  to  think  “positively”  about  becoming  an  astronaut,  he  would  have  never  become  the  commander  of  the  space  station  had  he  not  given  serious  consideration  to  every  possible  negative  outcome  in  order  to  best  prepare  for  it.    

SM:  An  interesting  perspective.    

GH:  It’s  one  I  was  forced  to  adopt  when  attempting  to  take  my  public  school  program  into  virtual  environments.    

SM:  The  school  was  nervous?    

GH:  Oh  yes,  and  for  good  reason,  I  discovered.  There’s  much  that  can  go  wrong  in  this  field.    

SM:  Tell  me  about  it?  

GH:  Ha,  Scott,  now  that’s  a  rhetorical  question,  if  ever  I  heard  one.    

SM:  To  quote  you  Gord  “Indeed.”  

 

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GH:  It’s  simply  human  nature  for  us  to  see  the  best  in  something  that  amazes  us,  a  trait  that  becomes  reinforced  when  we  become  invested  in  it.    

SM:  Can  you  give  an  example?    

GH:  Sure.  I  remember  my  distress  upon  hearing  from  the  technology  department  in  our  school  district  that  “Oregon  Trails”  had  been  banned.    

SM:  That’s  an  old  standby.    

GH:  Yes,  but  it  turns  out  that  while  the  students  were  using  it  a  lot,  they  tended  to  get  stuck  on  the  hunting  part,  and  would  shoot  deer  until  the  keyboard  was  broken  and  needing  to  be  replaced.    

SM:  Kids  being  kids.  If  they  can,  they’ll  find  a  way  to  exploit  a  resource  for  something  that’s  more  engaging  than  the  curricular  intent.    

GH:  Indeed.  Ha.  For  me,  it  became  a  cautionary  tale  that  steered  me  away  from  platforms  such  as  SL  and  OS  environments.    

SM:  Yes,  anyone  familiar  with  these  platforms  is  aware  of  the  potential  for  actions  that  can  be  a  diversion  from  the  intent.    

GH:  Ironically,  while  the  power  of  negative  thinking  would  reveal  too  many  potential  problems,  can  I  make  it  clear  that  I  am  incredibly  grateful  for  the  amazing  pioneering  work  that’s  been  done  for  education  in  SL.  Where  would  any  of  us  be  without  it?    

SM:  It’s  a  staple  in  this  field.  

GH:  Deservedly  so.  It  set  some  standards  for  technology  and  engagement  that  the  rest  of  the  field  had  to  compete  with.  The  question  I’m  thinking  that  needs  to  be  considered  is,  at  what  point  does  the  strength  of  competing  platforms  make  our  levels  of  personal  and  perhaps  even  financial  investment  questionable?  

 

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SM:  Right.  A  difficult  thing  to  consider  given  the  strength  of  the  engagement  it  offers.    

GH:  Thanks  for  the  segue  Scott.  I  was  recently  speaking  at  a  conference  in  Vancouver  where  the  closing  speaker  was  talking  about  the  dangers  of  engagement?  

SM:  Really?  

GH:  Yeah,  really  quite  interesting,  especially  given  my  passion  for  the  “Engagification”  of  education.  She  went  into  the  etiology  of  the  word,  and  definitions  for  the  word  “engagement.”  There  was  a  set  of  definitions,  the  first  being  “to  be  occupied.”  And  of  course  that  shouldn’t  resonate  with  educators.    

SM:  I  hear  “busy  work.”  

GH:  Yes,  or  simply  shooting  deer.  Ha.  Another  definition  was  “betrothed,”  you  know,  “in  a  fixed  relationship.”  And  again,  I  do  see  certain  dangers  in  that  when  it’s  applied  to  information  that  becomes  irrelevant  in  a  quickly  changing  world.    

SM:  Text  books?    

GH:  Yes.  Even  in  VLEs,  we  need  to  be  careful  that  content  providers  aren’t  feeding  students.  If  so,  then  the  content  may  well  be  irrelevant,  or  outdated.    

SM:  Outdate  by  the  time  it’s  published.  

GH:  Indeed.  Another  definition  included  “being  engaged  in  a  hostile  relationship.”      

SM:  World  of  Warcraft?  

 

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GH:  Where  victory  is  a  goal?  Well  yes,  but  let’s  be  clear  that  this  is  not  the  primary  goal  for  the  excellent  educators  out  there  who  embed  a  host  of  valuable  goals  within  their  educational  use  of  WoW.  Given  the  lack  of  funding  for  anything  better,  this  kind  of  leadership  is  both  necessary  and  vital.    

SM:  Yes,  there  are  a  number  of  names  that  leap  to  mind.    

GH:  They  are  heroes  to  me.  Those  who  have  exploited  the  high  engagement  factor  to  bring  about  the  last  definition…“of  great  interest.”    

SM:  Yeah,  it’s  sounding  like  we  need  to  get  a  new  word.    

GH:  Clearly  you  get  it,  Scott!    Having  a  resource  or  platform  that  simply  generates  “great  interest”  is  not  enough.  I’m  not  ready  to  throw  out  the  word,  though.  I  think  we  just  need  to  ensure  that  the  resource  or  platform  lead  generates  interest  as  a  first  step,  but  then  goes  beyond  that,  to  become  educationally  valid.  If  the  goal  is  to  simply  engage  students,  we  have  fallen  short.    

SM:  Exactly.  If  there  is  one  thing  I’ve  learned  over  the  decades  with  educators  parents,  administrators,  and  students,  it  is  that  what  one  says  is  not  always  what  one  perceives,  especially  when  it’s  so  connotatively  laden  –  as  is  something  like  you  are  saying  engagement  is.  And  you  know  what  they  say,  “perception  is  everything.”  

GH:  Right.  Well  I  was  pleading  with  educators  over  20  years  ago  to  “engage”  children  with  the  use  of  games  in  education.  There  was  no  such  word  as  “gamification”  back  then,  and  maybe  ANY  form  of  engagement  was  better  than  having  none  at  all.  In  such  a  case,  games  like  Oregon  Trail  would  have  been  a  step  in  a  positive  direction,  even  if  I  didn’t  feel  it  was  really  all  that  educational.  

SM:  Yes,  I  used  it  with  my  3rd  graders,  back  in  the  day…  

 

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GH:  Back  then  it  had  the  reputation  as  educational  software,  and  you  know.  .  .    it  was  a  start.  

SM:  [Laughs.]  

GH:  We  don’t  want  the  gym  teacher,  a  pinball  addict,  filling  a  gym  with  pinball  machines.  They  can  justify  it  by  saying  the  kids  are  engaged  in  practicing  balance,  fine  motor  skills,  and  hand-­‐eye  coordination  .  .  .      

SM:  Well,  yeah  almost  anything  can  be  justified  as  a  learning  experience,  but  is  it  what  we  want  to  be  doing  with  our  kids?  

GH:  I  was  just  talking  with  a  teacher  who  will  be  reading  this  interview.  They  shared  about  their  son,  actively  recruited  for  his  genius  by  post-­‐secondary  schools  and  even  the  NSA.  He  had  a  full  ride,  until  he  became  involved  with  a  game  used  by  many  teachers  to  engage  students.  His  genius  was  applied  towards  hiding  his  addiction  rather  than  passing  grade  12.  He  went  from  being  a  straight  “A”  student  to  losing  all  his  scholarships.    

SM:  That’s  a  horrible  story.    

GH:  It’s  a  cautionary  tale.  Statistically,  some  18%  of  the  population  has  addictive  personalities.  Giving  them  something  good  to  be  addicted  to  could  be  a  good  thing,  but  anything  less  can  be  disastrous.  I  also  just  got  off  the  phone  with  a  family  who  did  everything  they  could  to  protect  their  daughter,  but  she  still  fell  under  the  influence  of  an  online  predator.      

SM:  Not  a  pretty  story.  

GH:  No,  but  when  we’re  using  tools  that  allow  for  this  kind  of  thing  it  means  that  we’re  going  to  wear  it.  Whenever  possible  we  need  to  move  away  from  our  only  options,  to  better  ones.  Just  this  past  week  I  was  having  a  fresh  look  at  Gary’s  Mod,  and  exploring  CryEngine  to  see  if  perhaps  they  could  convince  me  to  move  away  from  Active  Worlds  or  Unity3D.  They  didn’t.    

 

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SM:  So  you’ll  of  course  have  total  control  in  Unity,  right?  

GH:  Yes.  Total  control.  No  one  gets  in  without  a  username  and  a  password  controlled  by  us.    We  can  change  that  password  day  by  day.  They  can’t  go  in  unless  we’re  there.  We  also  equip  our  students  to  be  able  to  record  anything  that  takes  place  in  there.    

SM:  Sort  of  the  Quest  Atlantis  reporting  model,  where  the  students  are  invested  in  reporting  inappropriate  behaviors.  

GH:  Yes.  Which  I  guess  takes  us  to  Quest  Atlantis.  Quest  Atlantis  is  really  kind  of  an  interesting  story.  It’s  a  kind  of  a  child  prodigy  of  virtual  worlds.      

 

 

atlantisremixed.org      

 

SM:  I  have  heard  that  they  are  concerned  with  moving  away  from  the  AW  platform  into  something  like  Unity  or  Unity  itself.  

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GH:  Well  it’s  interesting.  Dr.  Sasha  Barab  et  al,  at  Arizona  State  University,  developed  a  modular  version  of  QA  in  Unity.  Frankly,  it’s  gorgeous,  and  my  

students  all  salivated  at  the  idea  of  being  able  to  get  in  there  to  use  it.  But  despite  the  stunning  graphics,  they  lost  interest  in  it.  Successful  cartoons  such  as  The  Simpsons,  Spongebob,  and  South  Park  inform  us  that  graphics  can  be  trumped  by  content.  I  suspect  the  fact  that  the  lack  of  engagement  with  this  new  resource  was  due  to  it  being  single-­‐player  and  lacking  of  an  overarching  backstory,  rewards,  and  opportunities  to  gain  status.    

 

SM:  So  there’s  some  programming  that  hasn’t  been  developed  yet?  

GH:  I  simply  don’t  know.  There  could  be  plans  to  go  multi-­‐player  and  more.  That  potential  exists  with  the  Unity  platform.  My  observations  are  from  a  very  small  sampling  of  students  as  well,  so  should  be  taken  with  a  grain  of  salt.  

SM:  So  if  QA  is  the  child  prodigy,  maybe  Unity  is  a  baby  dinosaur,  or  a  baby  dragon.  

GH:  Yes,  Unity  is  still  a  baby,  with  lot  of  promise  for  educators  down  the  road.  In  time,  a  menu  driven  system  will  likely  replace  the  need  for  programmers  .  .  .  and  assets  will  become  abundant  and  affordable.        

SM:  Maybe  we’ll  all  be  Occulus  Rifting.    

GH:  Yeah,  that  too,  if  they  manage  to  keep  up  with  the  new  kids  on  the  block.    

 

Successful  cartoons  such  

as  The  Simpsons,  

Spongebob,  and  South  Park  

inform  us  that  graphics  can  be  trumped  by  content.  

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SM:  As  you  know,  we  had  an  Occulus  Rift  (OR)  in  the  Virtual  Environments    Playground  at  ISTE.  Bob  Vojtek  sent  his  Occulus  Rift  and  we  let  people  try  it  out  at  our  ISTE  VEN  2014  Playground.  [This  video  was  posted  live  during  ISTE2014  Virtual  Environments  Network  Events  from  edOvation  on  Livestream.com  -­‐  https://new.livestream.com/accounts/2859027/events/3145490/videos/55342361]  

GH:  It’ll  be  interesting  to  see  how  many  people  are  affected  by  the  motion  sickness  and  such.  

SM:  There’s  a  great  article  in  WIRED  Magazine  this  month  about  the  tech  specs  and  how  the  brilliant  young  inventor  of  OR  benefitted  from  others’  research  and  innovation  to  conquer  those  issues  with  a  wonderful  kind  of  mash-­‐up  of  gyroscopes,  frame-­‐rate  enhancing  hardware,  and  other  stuff.  You  should  read  that.  It’s  worth  a  read.  I’ll  send  you  the  url.  (http://www.wired.com/2014/05/oculus-­‐rift-­‐4/  )  

GH:  As  for  ActiveWorlds  (AW)…  

SM:  That’s  where  I  started.  

GH:  Well  it’s  going  through  a  renaissance.  When  you  started  in  it  there  were  a  million  users.  Over  the  years  many  were  lost  to  the  possibilities  offered  by  platforms  like  Second  Life  and  OpenSim.  I  think  AW  has  come  to  a  realization  that  they’ll  never  win  back  those  who  are  OK  with  “adult  orientated”  possibilities.  But  the  very  things  that  make  AW  weak  for  these,  makes  it  strong  for  use  with  students.  Ironically,  I  believe  Second  Life  could  recreate  itself  into  an  ideal  educational  tool,  but  while  I  hear  the  talk,  I  don’t  see  the  walk.    

 SM:  Second  Life.  

GH:  Yes.  I  know  many  will  disagree  with  me,  and  I  want  to  say  right  now  that  I  value  that  diversity  of  opinion.  There  needs  to  be  disagreement  and  debate  for  productive  discussions  to  occur.    

SM:  We  needs  us  some  pushback.  

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GH:  AW  has  done  this  by  opening  up  a  new  universe  at  http://aw3du.com.  You’ll  see  profound  improvements  in  the  graphics  and  interface.  I  often  show  what  my  students  are  doing  in  AW  only  to  find  visitors  insisting  that  I’m  showing  them  Second  Life.  And  the  tools  for  presenting  and  building  have  an  extremely  low  learning  curve.    

SM:  That’s  so  important.  

GH:  A  steep  learning  curve  can  bleed  time  away  from  enriching  the  educational  content.  Membership  in  AW  is  now  free,  but  in  AWEDU  worlds  come  with  accounts  for  2  teachers  and  30  students,  with  an  option  to  purchase  more.  The  worlds  can  be  open  to  other  students  and  teachers  in  this  universe,  or  closed  off.  Worlds  can  host  50  avatars  simultaneously,  but  numbers  can  be  added.    

Here  are  a  couple  preview  pictures  of  the  grade  8  Humanities  Course  work  begun  by  Scott  Miller.        SM:  So  there’s  a  whole  lot  of  development  goin’  on.    GH:  Exactly.  It  seems  like  upgrades  every  week.  We’ve  begun  creating  our  grade  8  Humanities  course.  I  say  “we”  because  it’s  the  students  creating  the  curriculum  in  the  form  of  narratives  arising  from  their  historical  

 

 

 

 

 

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research.  Narratives  to  be  sandwiched  between  the  beginning  and  end  of  the  backstory,  becoming  interactive  quests  and  exemplars  for  those  who  follow,  enriching  this  dynamic  “experiential  novel”  with  their  own  chapters.    

SM:    Go,  Gord!    

GH:  Well,  hoping  that  this  discussion  will  have  served  the  purpose  of  having  others  examine  both  the  purpose  of  engagement  and  the  dangers  of  allowing  an  investment  of  previous  professional  development  to  preclude  exploring  resources  that  may  be  more  student-­‐centered.    

SM:  You’ve  made  a  case  for  this.    

GH:  The  2014  New  Year  is  going  to  get  very  busy  for  all  of  us,  but  I’m  always  available  to  respond  to  any  questions  anyone  might  have  regarding  the  developments  in  Unity3D  and  Active  Worlds  as  educational  resources  and  platforms.    

SM:  Yes,  there  may  be  some.  As  teachers  we  should  model  being  questers,  seeking  informed  movement  through  the  adventure  before  us.    

GH:  Indeed.  Thanks  so  much  for  the  opportunity  to  discuss  the  direction  I’ve  taken  Scott.  I  sincerely  hope  it’s  been  helpful  to  others  to  hear  of  this  journey.    

 

   

         “Always  make  new  mistakes”  is  a  wonderful  credo  for  learning,  but  there  are  of  course  more  allowances  for  this  in  virtual  learning  environments  than  in  real  life.    (Gord  Holden’s  email  signature  line.)    

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Hold The Date:

 

The  Annual  VWBPE  Conference  –  March  18-­‐21,  2015  –  Every  day  is  a  crossroad  that  intersects  a  million  tiny  events.  Most  barely  cause  a  ripple.  Some  radiate  to  lap  softly  at  far  flung  and  distant  shores.  Others  unleash  a  torrent  which  can  change  the  world.  How  we  choose  to  reflect  ourselves  in  each  crossing  has  a  bearing  on  our  society  whether  we  are  being  observed  at  each  intersection  or  not.  Challenge  yourself  to  think  on  ways  in  which  your  crossroads  creates  positive  energy.  Make  it  a  reality.  Share.  

Proposals  Due:    December  14,  2014.    More  details  at  http://vwbpe.org/calls/vwbpe-­‐2015-­‐call-­‐for-­‐proposals  

 

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Power  of  Code  

By Kae Novak (RL) Que Jinn (SL)

 Hello  World!

For  this  issue  of  the  Virtual  Education  Journal,  the  

Games  and  Simulations  Networked  wanted  to  share  what  some  of  our  game  based  learning  advocates  and  collaborators  are  doing  for  an  Hour  of  Code  and  why  they  feel  coding  is  important.    

 After  we  started  interviewing  them,  we  quickly  realized  that  

their  own  words  would  be  better  than  paraphrasing  or  summarizing.  What  follows  is  a  transcript  of  our  interviews.  We  start  with  higher  education  administrators  and  instructors,  then  elementary  school  educators  to  discuss  “kids  and  coding,”  and  end  with  the  perspective  of  a  professional  development  expert  from  a  school  district  working  on  integrating  more  coding  into  their  curriculum.  

Power  of  Code  Questions

Each  Higher  Education  respondent  was  asked  three  questions.  These  questions  were:  

What  is  the  importance  of  students,  even  those  who  are  not  computer  science  majors,  in  learning  some  coding? What  computer  language(s)  do  you  think  students  should  learn  if  they  are  just  beginning? What  trends  do  you  see  in  computing  and  computer  science?

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Their  responses  follow.  Chris  Luchs,  Associate  Dean  of  Career  and  Technical  Education  CCCOnline,  Colorado  Community  College  System  Project  Lead,  CCCOnline  Hackathon  ISTE  Games  and  Simulations  Network  Member-­‐at-­‐Large  Inevitable  Instructors  Gaming  Guild 1)  What  is  the  importance  of  students,  even  those  who  are  not  computer  science  majors,  in  learning  some  coding?

Coding  is  everywhere  now.  It’s  in  your  webpages;  excel  spreadsheets,  games,  etc.  Coding  provides  you  with  insight  into  how  the  world  works.  We  are  part  of  the  information  age  and  most  of  that  information  is  digital.  Coding  allows  you  to  access  and  interpret  this  data  and  then  utilize  it  to  make  decisions.  

Also  coding  teaches  you  logical  and  systematic  thought,  which  helps  in  a  myriad  ways.  In  coding,  the  software  will  only  do  what  you  tell  it  to  as  long  as  you  provide  the  correct  syntax  and  commands.  Any  error  causes  it  to  fail  or  generate  an  incorrect  response.  By  learning  this  process,  you  develop  a  better  understanding  of  how  complex  systems  work  and  the  importance  of  being  accurate  and  using  the  appropriate  channels.  Once  you  understand  how  a  system  works,  you  can  then  look  at  how  to  efficiently  and  effectively  use  the  system.       2)  What  computer  language(s)  do  you  think  students  should  learn  if  they  are  just  beginning?

Most  programmers  know  a  variety  of  languages  so  it’s  hard  to  pin  down  which  one  is  the  best  one.  Each  language  has  its  own  unique  constraints  and  limitations.  However,  I  think  most  students  should  learn  HTML  5.  While  not  a  “programming”  language  it  is  the  base  language  of  the  Internet  and  webpages,  and  as  such,  it  is  extremely  useful  to  know  how  to  line  code  HTML.  The  most  common  languages  that  are  recommended  are  some  variant  of  C  (typically  ++  or  #),  Java,  and  then  either  Python,  PHP,  or  Ruby  on  Rails.      

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3)  What  trends  do  you  see  in  computing  and  computer  science?

One  of  the  biggest  trends  is  Hackathons.  These  are  gatherings  of  programmers,  graphic  designers,  hobbyists,  and  anyone  else  who  has  an  interest  in  developing  solutions  to  problems.  They  can  take  place  in  people’s  homes,  schools,  community  centers,  hotels,  almost  anywhere  there  is  a  wifi  connection  and  space  for  people  to  collaborate  in  large  groups.  Some  of  these  events  are  funded  by  software  companies  and  venture  capital  groups,  but  many  are  just  people  getting  together  to  solve  a  common  issue/problem.    

 There  are  many  instances  of  cities  hosting  Hackathons  to  allow  

their  citizens  access  to  city  data  to  come  up  with  ways  to  help  the  city  provide  better  service.  Typical  products  of  these  types  of  civic  Hackathons  are  mobile  apps  for  bus  times,  complaint  registration  (take  a  picture  and  submit  a  complaint  for  pothole  repair),  and  those  that  show  city  investment  in  projects  and  infrastructure.  These  apps  serve  to  promote  more  citizen  buy  in  and  investment  into  the  community,  as  well  as  give  greater  transparency  on  how  the  city  spends  tax  dollars.   Erica  Liszewski  Computer  Science  Instructor  University  of  Denver/Arapahoe  Community  College  Classes:  Intro  to  Game  Design  7  Development,  3D  Programming,  Advanced  3D  Programming,  Analytical  Inquiry  and  World  Wide  Web  Programming    1)  What  is  the  importance  of  students,  even  those  who  are  not  computer  science  majors,  in  learning  some  coding?  

As  technology  becomes  more  and  more  pervasive  in  our  everyday  lives,  I  think  it's  useful  for  everyone  to  learn  at  least  a  little  about  how  technology  works.  There  are  a  lot  of  misconceptions  about  technology,  especially  when  it  comes  to  security,  freedoms,  and  rights.  Many  laws  are  being  put  into  place  by  people  who  don't  understand  how  technology  works,  or  how  those  laws  will  affect  actual  people.  

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On  a  more  social  level,  because  technology  is  becoming  so  

important  to  how  we  live  and  work,  those  who  know  how  to  make  and  fix  technology  will  have  increasing  power.  If  certain  people  understand  technology  and  other  do  not,  those  in  the  know  will  have  increasing  power  over  those  who  aren't.  This  could  easily  create  large  gaps  between  those  with  the  power  and  those  without  –  which  will  become  increasingly  difficult  to  cross  for  those  who  are  born  on  the  wrong  side.  

  On  a  personal  level,  being  able  to  code  gives  a  person  a  new  and  

powerful  form  of  creative  expression.  Just  as  painting  and  making  videos  have  been  ways  of  expressing  one's  self  in  the  past,  digital  art  and  games  are  new  forms  of  creative  expression.   2)  What  computer  language(s)  do  you  think  students  should  learn  if  they  are  just  beginning?  

This  kinda  depends  on  the  eventual  goal  of  the  student.  Do  they  want  to  become  a  programmer/computer  scientist?  Make  games?  Make  art?  

My  general  favorite  right  now  would  probably  be  JavaScript.  It's  

reasonably  simple,  requires  only  a  text  editor  and  web  browser  to  get  started,  and  it's  easy  to  share  the  things  you  make  online.  If  the  student  has  any  goals  of  doing  programming  for  the  web  (server  or  client  side,  games,  apps,  etc.)  JavaScript  is  probably  the  most  popular  and  commonly  used  programming  language.  There  are  a  ton  of  online  resources  for  learning  JavaScript,  and  when  combined  with  things  like  the  CSS3  or  the  HTML5  canvas  you  can  make  neat  visual  things  pretty  quickly.  

Java  or  C++/C#  are  good  general  purpose  languages  for  just  

about  anything.  These  are  probably  the  most  common  languages  for  programming  "real"  software,  including  games.  One  or  the  other  of  these  is  usually  the  starting  language  for  most  computer  science  programs.  For  students  who  want  to  become  programmers,  you  can't  really  go  wrong  with  one  of  these.  

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3)  What  trends  do  you  see  in  computing  and  computer  science?  

This  is  a  very  broad  question,  and  a  bit  difficult  to  answer.  Programming  is  definitely  getting  more  general  interest  now  than  I've  ever  seen  before.  When  I  was  an  undergrad,  computer  science  was  kind  of  a  niche  things,  that  "smart"  people  did.  Or  it  was  something  you  did  because  it  paid  well.  Now  I'm  seeing  programming  promoted  as  more  of  a  general  skill.  Digital  art  is  becoming  a  big  thing,  and  so  "artists"  are  learning  to  program.  This  is  really  neat  to  me,  since  I've  always  been  both  "artist"  and  "programmer,”  and  this  was  seen  as  something  impossible  because  the  emotional  arts  and  the  logical  programmers  couldn't  possibly  mix.      

Kids  and  Coding

 Picture  1:  Project  Dungeon,  Nathan  Sands  and  Randi  Egan,  Intro  to  Game  Design  &  Development,  Stencyl Each  K-­‐12  respondent  was  asked  three  questions:  

Could  you  tell  us  a  little  about  kids  and  coding  at  your  school?

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What  programs  are  you  using  at  your  school  for  coding?  What  the  age  and  grade  level? How  is  your  class  or  school  participating  in  hour  of  code?

Their  responses  follow.   Trish  Cloud  Technology  Associate  Grand  Oak  Elementary  Huntersville,  North  Carolina  ISTE  Games  and  Simulations  Network  Member-­‐at-­‐Large  Inevitable  Instructors  Gaming  Guild 1)  Could  you  tell  us  a  little  about  your  students  and  coding  at  your  school?

A  couple  of  years  ago  when  I  was  working  solely  with  iPads,  I  discovered  these  new  coding  apps  that  were  appearing  in  write  ups  in  articles,  so  I  took  a  look  at  them.  There  were  a  variety,  but  the  main  ones  that  I  came  across  were  Kodable,  Hopscotch,  and  Daisy  the  Dinosaur.  I  spent  the  spring  of  that  school  year  (2013)  teaching  the  students  in  my  school  (K-­‐5)  how  to  use  all  three.  By  far  the  most  popular  was  Kodable.  That  summer  when  our  district  had  its  annual  Summer  Institute,  the  creators  of  Kodable,  Jon  Mattingly  and  Grechen  Huebner,  came  to  talk  and  show  us  their  app.  

Since  that  time  I  have  moved  to  a  new  school,  but  I  still  use  Kodable  with  all  my  students  and  they  love  it.  I  particularly  use  it  with  K-­‐2  as  it  is  fun  and  accessible  for  them.  Last  year,  my  first  year  at  my  new  school,  I  decided  to  introduce  a  Coding  Club  as  an  afterschool  club.  I  was  pleasantly  surprised  when  I  had  20  students  sign  up.  They  ranged  in  grades  1-­‐5.  At  that  time  Tynker  had  a  great  thing  going  using  blockley  style  chunks  to  do  the  coding.  You  could  get  as  many  licenses  as  you  needed  and  the  leveled  lessons  worked  really  well  with  the  students.  First  graders  had  some  difficulty  with  the  reading  but  brave  4th  graders  stepped  up  and  helped  them  through  the  difficult  parts.  We  spent  the  year  in  Tynker  and  Gamestar  Mechanic  on  the  computer,  and  Kodable  and  Hakitzu  on  the  iPads.  

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As  we  progressed  through  the  year  my  students  had  access  not  only  to  coding  but  the  programmers  and  entrepreneurs  who  created  the  programs.    In  the  fall  I  Skyped  with  Jon  and  Gretchen  from  Kodable  in  California  where  they  made  this  statement  on  the  power  of  code  on  Digital  Learning  Day.  I  held  a  Google  Hangout  with  the  creators  of  Hakitzu  from  England  (Video  here).  My  students  loved  everything  they  did  in  any  and  every  program  we  used.  The  power  they  felt  they  had  to  create  was  more  fun  to  them  than  anything  else.  This  year  I  am  doing  the  Coding  Club  again  and  I  have  31  students  and  a  waiting  list  of  10.  

Unfortunately  Tynker  has  changed  their  options  for  how  you  purchase  licenses  and  I  have  had  to  choose  alternatives.  So,  once  again  I  have  ranges  from  first  to  fifth  grade  and  some  have  never  been  in  coding  and  some  are  veterans  from  last  year.  I  had  quite  the  quandary  when  I  was  setting  up  how  to  implement  the  club.  For  brand  new  beginners,  I  am  using  the  Code.org  curriculum  they  have  developed  for  all  grade  levels.  I  started  the  brand  new  1st  graders  on  the  lowest  level,  2nd  graders  who  were  veterans  from  last  year  and  new  3rd  through  5th  graders  were  started  on  level  two  to  get  a  feel  for  the  coding.  My  upper  grade  veterans  from  last  year  are  using  Codecademy.  

I  am  very  fortunate  this  year  in  that  I  have  a  high  school  senior  coming  to  help  who  is  using  the  Coding  Club  as  part  of  his  senior  exit  project.  I  also  have  a  parent  who  just  happens  to  be  a  Computer  Science  graduate  from  MIT  who  comes  in,  too.    

 The  veterans  are  working  on  HTML/CSS  and  it’s  definitely  

HARD  FUN.  They  get  stuck  and  they  have  to  find  where  the  mistakes  are.  For  9  and  10  year  olds  this  can  be  daunting  but  I  have  to  say  their  perseverance  is  admirable.  I  still  have  days  to  when  I  give  them  a  break.    They  go  to  Gamestar  Mechanic  or  they  can  go  to  Hakitzu  or  Kodable.  I  have  my  eye  on  Alice  which  is  3D  object-­‐based  programming.  I  don’t  know  if  we  will  get  to  it,  but  next  year’s  veteran’s  (they  will  be  5th  graders  and,  if  they  return,  it  will  be  their  3rd  year  in  Coding  Club)  will  be  ready  to  handle  it.

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2)  What  programs  are  you  using  at  your  school  for  coding?  What  the  age  and  grade  level? Code.org  1-­‐5 Light  Bot  1-­‐5 Kodable  K-­‐5 Scratch  3-­‐5 Hakitzu  Coding  Club Gamestar  Mechanic  Coding  Club Codecademy  Coding  Club 3)  How  is  your  class  or  school  participating  in  hour  of  code?    

Well,  we  have  testing  from  December  1  thru  19  so,  like  last  year,  I  will  run  the  Hour  of  Code  for  an  entire  week  in  January.  We  will  do  some  unplugged  activities  and  plugged  on  the  computer.      

 Picture  2:  Unplugged  Activity  Hour  of  Code,  Grand  Oak  Coding  Club

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Laura  Briggs  Technology  Resource  Teacher John  W.  Tolbert,  Jr.  Elementary Loudoun  County  Public  Schools,  Virginia STEM  Camp  Director STAR  Summer  Camp http://starsummercamp.org  ISTE  Mobile  Learning  Network  President 1)  Could  you  tell  us  a  little  about  kids  and  coding  at  your  school?

At  my  elementary  school,  students  are  actually  doing  two  weeks  of  coding  and  programming  activities  in  December  as  last  year  was  such  a  success  and  students  loved  the  programming  activities.  Students  were  excited  about  these  activities  and  participating  helped  many  gain  confidence  as  they  learned  and  progressed  through  the  activities.  Even  first  graders,  six  year  olds,  could  code  and  learn  about  programming.  It  was  a  highlight  of  our  year  and  we  are  excited  to  be  expanding  with  many  different  activities  this  year!

2)  What  programs  are  you  using  at  your  school  for  coding?  What  the  age  and  grade  level?

We  are  using  a  combination  of  several  activities  for  the  first  two  weeks  in  December.  We  are  using  Code.org,  iPad  apps,  BeeBots  with  mat  grids,  and  the  Robot  Turtles  Programming  Board  Game.  We  are  also  using  various  websites  to  practice  coding  and  programming.

 

Activities  by  Grade  Level

Kindergarten  (Age  5-­‐6)  

Week  1  -­‐  Students  will  create  a  custom  robot  at  Make  a  Robot  and  print.  Students  will  also  work  on  programming  language  by  walking  on  a  physical  grid  on  the  floor  dressed  like  a  bumblebee.  Students  will  then  use  BeeBots  to  program  paths  reviewing  letter  sounds  on  a  grid  on  the  floor.  

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First  Grade  (Age  6-­‐7)  

Week  1  -­‐  Students  will  use  the  Code.org  activity  with  Anna  and  Elsa  from  Frozen  to  make  ice  fractals  and  skating  patterns  using  basic  coding  skills.  Students  will  use  BeeBots  to  program  paths  reviewing  counting  coins.

Week  2  -­‐  Students  will  use  the  iPad  app  Daisy  the  Dinosaur  and  the  website  Fix  the  Factory  to  complete  coding  challenges.  

Second  Grade  (Age  7-­‐8)  

Week  1  -­‐  Students  will  use  the  Code.org  activity  with  Anna  and  Elsa  from  Frozen  to  make  ice  fractals  and  skating  patterns  using  basic  coding  skills  -­‐  and  students  may  also  choose  the  Angry  Birds  coding  activity  if  they  would  like.  Students  will  use  BeeBots  to  program  paths  reviewing  counting  coins.

Week  2  -­‐  Students  will  use  the  iPad  app  Hopscotch  and  the  website  Lightbot  to  complete  coding  challenges.

Third  Grade  (Age  8-­‐9)  

Week  1  -­‐  Students  will  use  the  Code.org  activity  with  Anna  and  Elsa  from  Frozen  to  make  ice  fractals  and  skating  patterns  using  basic  coding  skills  -­‐  and  students  may  also  choose  the  Angry  Birds  coding  activity  if  they  would  like.  Students  will  use  BeeBots  to  program  paths  reviewing  continents  and  oceans.

Week  2  -­‐  Students  will  use  the  iPad  app  Kodable  and  the  website  Lightbot  to  complete  coding  challenges.

Fourth  Grade  (Age  9-­‐10)  -­‐  Fifth  Grade  (Age  10-­‐11)

Week  1  -­‐  Students  will  use  the  Code.org  activity  with  Anna  and  Elsa  from  Frozen  to  make  ice  fractals  and  skating  patterns  using  basic  coding  skills  -­‐  and  students  may  also  choose  the  Angry  Birds  coding  activity  if  they  would  like.  

Week  2  -­‐  Students  will  use  the  iPad  app  Scratch  Jr.  to  develop  a  programmable  holiday  card.  

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3)  How  is  your  class  or  school  participating  in  hour  of  code?

Students  will  be  participating  in  a  variety  of  engaging  activities  during  the  first  two  weeks  in  December.    Students  will  earn  coding  certificates  and  we  hope  to  develop  a  gallery  of  student-­‐created  projects  on  our  website.  Teachers  will  also  have  coding  activities  available  in  classroom  centers.

 

 

Patricia  Ruiz  Computer  Science  Teacher  &  Department  Head  Sacred  Heart  Schools  Atherton,  California  ISTE  Games  and  Simulations  Network  Communications  Committee

1)  Could  you  tell  us  a  little  about  your  students  and  coding  at  your  school?

In  the  9th  grade,  students  learn  basic  HTML/CSS,  and  Python.  In  addition  to  the  2  weeks  that  we  spend  on  each  of  these  languages,  students  also  use  http://www.codecademy.com/  outside  of  class  if  they  are  interested  in  learning  more  on  their  own.  This  9th  grade  course  is  a  modified  version  of  the  Exploring  Computer  Science  course  developed  through  an  NSF  grant  -­‐  you  can  find  that  curriculum  here:  http://www.exploringcs.org/curriculum

2)  What  programs  are  you  using  at  your  school  for  coding?  What  the  age  and  grade  level?

In  class  we  use  trinket.io  for  the  HTML/CSS.  It  is  a  tool  developed  by  computer  science  instructors  that  minimizes  distractions  for  students  and  maximizes  their  ability  to  collaborate  by  sharing  trinkets.  This  is  a  new  tool  and  I  have  found  that  the  developers  are  very  interested  in  making  it  work  well  in  MS  and  HS  classrooms.    In  addition  to  trinket.io,  students  find  codecademy.com  helpful.

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3)  How  is  your  class  or  school  participating  in  hour  of  code? We  held  a  large  assembly  last  year  and  had  a  speaker  come  to  present  to  students.  This  year,  we  will  use  the  momentum  from  last  year  and  work  with  students  in  classrooms.  We  will  provide  a  variety  of  options  to  our  students  for  participating  in  hour  of  code  and  make  announcements  and  provide  spaces  for  students  to  work  in.

 

Picture  3:  Patricia  Ruiz’s  9th  grade  Computer  Science  1  course  -­‐  Exploring  Computer  Science

   Hour  of  Code  in  a  District

For  our  last  segment,  we  wanted  to  bring  a  professional  development  perspective  to  coding  and  the  hour  of  code  events.  Luckily  we  were  able  to  find  someone  whose  school  district  was  in  the  process  of  integrating  Hour  of  Code  into  the  classroom  curriculum.  Our  respondent  was  asked  three  questions:  

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Why  should  teachers  be  bringing  coding  into  their  classroom?  

Can  you  tell  us  about  your  institution’s  involvement  with  code.org  and  coding  as  part  of  the  curriculum?

What  events  are  you  planning  for  hour  of  code?

 

Tanya  Martin  Coordinator,  Professional  Development  Support  Broward  County  Schools,  Florida  ISTE  Games  and  Simulations  Network  Professional  Development  Chair  Inevitable  Instructors  Gaming  Guild  Director  of  Recruitment

 

1)  Why  should  teachers  be  bringing  coding  into  their  classroom?

Coding  is  a  literacy  needed  in  this  century,  regardless  of  what  career  a  student  is  pursuing.    Teaching  coding  is  actually  teaching  problem  solving.  It  increases  computational  and  critical  thinking  skills.    Additionally,  Computer  Science  is  a  field  that  is  growing  and  is  driving  innovation.      

Regardless  of  career  paths,  computing  jobs  will  be  incorporated  into  those  career  paths  including  medical,  manufacturing,  defense,  finance,  and  government.    Coding  used  to  be  a  niche  class  considered  an  "elective"  and  taught  to  a  very  small  group  of  students.    This  is  no  longer  acceptable,  as  we  are  doing  our  students  and  our  country  a  disservice  by  not  preparing  future  employees  in  a  skill  they  will  need  to  have.      

Coding  is  incorporated  into  multiple  software  applications  from  the  use  of  a  spreadsheet  or  database  to  coding  a  macro  in  a  game.    As  digital  devices  and  software  become  ubiquitous  it  is  becoming  essential  to  understand  how  to  "talk  to  a  computer"  and  give  it  instructions  in  code.

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2)  Can  you  tell  us  about  your  institution’s  involvement  with  code.org  and  coding  as  part  of  the  curriculum?

Broward  County  Schools  has  partnered  with  Code.org  in  providing  Professional  Development  to  instructional  staff  including  teachers  and  administrators.    Our  district  has  a  3-­‐year  partnership  to  provide  2  cadres  of  high  school  and  middle  school  teachers,  guidance  counselors  and  administrators  with  the  professional  development  necessary  to  schedule  and  instruct  students  in  the  area  of  coding.      

Our  agreement  began  in  2013  and  will  conclude  in  2016,  in  time  to  have  students  ready  for  the  new  AP  Test  in  Computer  Science.  The  new  AP  Test  will  be  in  Javascript.    We  are  using  the  Bootstrapworld.org  curriculum  in  middle  school  math  and  the  Project  GUTS  program  in  middle  school  science.    Code.org  provided  all  the  support  and  organization  for  the  professional  development.    

Middle  school  math  and  science  teachers  are  teaching  the  regular  math  and  science  standards  with  a  unit  of  study  in  Bootstrapworld  and  Project  GUTS  which  incorporates  coding.    Incorporating  these  coding  activities  in  regular  classes  serves  to  encourage  middle  school  students  to  consider  pursuing  computer  science  courses  in  high  school  as  they  study  the  math  and  science  standards.    

High  school  teachers  are  using  the  Exploring  Computer  Science  (ECS)  curriculum  with  a  focus  on  expanding  Computer  Science  to  all  students.    Guidance  Counselors  and  school  administrators  who  handle  scheduling  are  involved  in  the  professional  development,  as  they  are  the  ones  who  guide  students  in  making  course  selections  and  actually  develop  student  schedules.    The  focus  is  to  encourage  all  students,  especially  underrepresented  populations  in  computer  science  (females  and  minorities).    

Beginning  in  the  spring  of  2015  our  first  cadre  will  been  the  "Principles  in  Computer  Science"  course  while  the  second  cadre  will  begin  the  ECS  course.    The  intent  for  these  students  is  to  ultimately  participate  in  the  AP  Computer  Science  course  and  test  in  2016-­‐2017.    The  District  has  independently  incorporated  the  code.org  

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curriculum  in  elementary  grades  through  our  science  curriculum  requirements.          

 

3)  What  events  are  you  planning  for  hour  of  code?

Broward  County  Schools  led  the  nation  in  the  number  of    students  participating  in  Hour  of  Code  in  2013.    One  of  our  high  schools  won  a  laptop  cart  with  a  classroom  set  of  laptops  as  part  of  the  involvement.    We  will  have  a  district-­‐wide  involvement  again  this  year.    Classroom  teachers,  schools  and  district  departments  are  all  participating.    I  am  personally  planning  an  event  for  my  division,  "The  Office  of  Talent  Development.”    Individuals  who  work  for  the  division  as  well  as  those  who  may  be  on  our  campus  on  the  date  of  our  event,  will  be  spending  an  hour  coding  in  Scratch.    Last  year  we  participated  in  an  unplugged  activity  requiring  logic  and  problem  solving.    The  activity  was  one  suggested  by  Code.org.    

In  addition  to  the  activity  I  have  planned  for  my  division,  I  am  also  involved  with  an  event  sponsored  by  the  Games  and  Simulation  Network  and  the  Inevitable  Instructors  of  the  Inevitable  Betrayal  Guild  in  WoW.    That  event  will  take  place  online  in  The  World  of  Warcraft  MMO.    On  December  10  at  8  PM  EST,  educators  who  have  an  interest  will  be  logging  into  WoW  into  the  Cenarion  Circle  Realm,  creating  a  Blood  Elf  and  joining  the  Hour  Of  Code  Guild  as  we  code  some  Macros  and  have  fun  with  basic  coding  to  animate  our  WoW  characters.    The  event  will  be  livestreamed  via  Google  Hangout  and  YouTube  on  the  Games  MOOC  channel.    

 

Macro:  Piece  of  Code  used  by  players  to  extend  the  basic  functionality  of  a  game  like  World  of  Warcraft.  

 

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In  Conclusion

As  you  have  read  there  are  many  reasons  to  bring  coding  into  the  classroom.  There  are  also  many  tools  that  make  coding  more  accessible  and  easier  to  complete.    

 Coding  is  changing  from  a  niche  skill  to  a  new  literacy  and  

maybe  even  art.  If  you  haven’t  seen  it  before,  on  Wordpress  the  footer  is  “code  is  poetry.”  That  echoes  game  design  instructor,  Erica’s  thoughts  on  how  coding  and  art  are  beginning  to  combine.    

 Coding  languages  change.  Currently  the  popular  coding  

languages  are  Java  and  Python  and  computer  science  instructors  also  recommend  a  scripting  language  like  Java  script.  What  doesn’t  change  is  the  computational  thinking  required  to  successfully  use  these  languages.  It  requires  the  ability  to  work  with  complexity,  persistence  in  the  face  of  difficult  problems,  and  logically  organizing  and  analyzing  data.  

The  one-­‐hour  unplugged  activity  that  both  Trish’s  elementary  students  and  Tanya’s  teachers  did  is  called  Traveling  Circuits  and  the  full  tutorial  is  listed  here.  It  is  a  hands-­‐on  programming  logic  activity  that  has  learners  using  plastic  cups  as  circuits.    

 Is  it  a  game?  Well  there  is  a  challenge,  the  ending  part  has  a  

time  limit,  there  is  scaffolding  and  maybe  you  can  bring  a  prize  or  two?  I  will  be  doing  this  challenge  with  my  instructional  design  team  for  our  Hour  of  Code.   Sincerely, Kae  Novak  Instructional  Designer  Information  and  Technology  Literacy  Mentor  Front  Range  Community  College ISTE  Games  and  Simulations  Chair  Inevitable  Instructors  Gaming  Guild  

 

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Geology  Valley:  A  21st    Century  Collaborative  Alternative  to  Conventional  End  of  Course  Testing  

By  Dr.  William  Schmachtenberg,    Sl:  Dae  Miami    

     

Like  most  teachers  in  a  few  weeks,  I  will  be  preparing  my  students  for  their  end  of  course  test  in  Earth  Science.  Those  students  will  be  sitting  down  at  a  laptop  in  a  cubicle,  and  answering  multiple-­‐choice  questions  hoping  to  get  a  passing  grade  and  a  verified  credit.  Students  need  6  verified  credits  for  high  school  graduation.  They  will  not  be  allowed  to  communicate  with  each  other.      

In  the  October  5,  2014  edition  of  the  Roanoke  Times,  Annie  McCallum  wrote  an  article  entitled  "Crystal  ball  for  SOLs  is  cloudy”  which  critically  examined  our  current  means  of  testing.  She  quoted  Ben  Williams,  Roanoke  County's  associate  director  of  testing  and  remediation  as  saying  "What  we're  finding  right  now  is  that  businesses  are  telling  us,  the  community  is  telling  us,  that  getting  students  prepared  for  multiple  choice  questions  isn't  helping  us  prepare  students  for  the  next  phase  in  their  life."  He  continues  to  say  that  today's  tests  don't  measure  well  what  skills  are  important  for  students  in  the  future,  such  as  communication  skills,  ability  to  collaborate,  and  thinking  critically.  This  is  certainly  no  surprise  to  DOE  as  they  have  incorporated  the  twenty  first  century  skills  of  online  collaboration  and  problem  solving  into  the  new  technology  standards  over  a  year  ago.  So,  the  question  remains  how  to  assess  these  skills.      

As  part  of  the  STIC  (Student  technology  Integration  Challenge)  for  the  VSTE  (Virginia  Society  for  Technology  in  Education)  2014  Annual  Conference  in  Virginia  Beach  this  December,  my  students  and  I  have      

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 created  a  prototype  of  a  new  assessment  program  called  Geology  Valley.    Kevin  Tweedy,  with  Extreme  Reality,  graciously  provided  the  multiplayer  software  needed  for  our  simulations.  Students  log  into  a  server,  select  an  avatar,  and  log  into  the  Geology  Valley  simulation.          Students  Explore  Geology  Valley      As  they  approach  boulders  in  the  sim,  they  are  given  a  question  about  geology.  The  question  appears  on  all  the  computer  screens  for  all  the  students.  Students  may  discuss  the  question  via  chat  in  the  sim.  

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 Students,  however,  may  pass  incorrect  information  or  incomplete  

information  amongst  themselves.  It  is  up  to  each  student  to  answer  each  question  and  scores  are  calculated  individually  for  each  student.      

 

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In  the  example  shown  above  the  correct  answer  is  Granite,  since  it  is  an  intrusive  igneous  rock.  In  chat,  the  message  that  Basalts  are  igneous  may  lead  students  to  click  on  that  answer.  Basalt  though  would  be  wrong  as  it  is  an  extrusive  rock.  The  message  that  schists  are  igneous  is  also  incorrect  as  they  are  metamorphic.      You  can  access  Geology  Valley  on  the  web  at:  http://www.evwllc.co/GEO%20Valley/GEO%20Valley  .    Firefox  seems  to  work  best  on  the  pc  and  safari  on  the  mac.  I  encourage  teachers  to  try  Geology  Valley  with  their  students  and  let  me  know  how  the  lesson  went.  It  is  free  of  charge.   Special  recognition  to  the  following  students  who  worked  on  Geology  Valley:  Matthew  Brosinski,  Mariah  Boone,  Ethan  Frazier,  and  Noah  Flint.  You  can  contact  Dr.  Schmachtenbert  at  the  following  email  address:  [email protected].    

Learn to Program with Minecraft Plugins (2nd edition): Create Flaming Cows in Java Using CanaryMod  

https://pragprog.com/book/ahmine2/learn-­‐to-­‐program-­‐with-­‐minecraft-­‐plugins

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I  have  been  teaching  computer  science  for  22  years.    Having  taught  five  high-­‐level  programming  languages,  five  programming  learning  environments,  and  working  with  games,  robots,  and  animations,  I  would  like  to  share  my  experiences  and  observations  teaching  computer  programming  to  students  of  all  ages.      

 Programming  is  very  much  like  gaming.    Jane  McGonigal,  a  lead  game  

designer  and  author,  in  her  2010  Ted  Talk,  explains  that  when  gamers  are  given  the  right  challenge  at  the  right  time,  they  are  willing  to  work  hard  because  that  hard  work  will  result  in  success    -­‐  an  “epic  win”    (McGonigal,  2010).    I  have  found  the  same  to  be  true  with  programming.    Giving  the  developmentally  appropriate  learning  environments  and/or  languages  to  students  where  they  can  be  challenged  but  meet  success  is  as  effective  as  going  on  an  epic  adventure  in  World  of  Warcraft ™.    They  are  willing  to  work  hard,  but  can  see  the  results  of  their  hard  work,  motivating  them  to  work  even  harder  for  the  next  “win”.    

 I  would  like  to  share  with  you  the  different  learning  environments  

and  languages  I  have  used  in  my  classroom  for  students  at  different  learning  stages  and  abilities.    Our  youngest  and/or  least  experienced  students  work  with  Scratch  (MIT),  GameMaker  (YoYo  Games),  or  other  similarly  developed  2-­‐D  drag  and  drop  environments  where  students  can  visually  learn  about  objects,  attributes  and  behaviors,  logic,  and  control  structures  in  a  fun  and  non-­‐intimidating  environment.    They  have  the  freedom  in  these  environments  to  create  movies,  animations,  and  event-­‐driven  games,  and  tell  stories.    They  are  intrinsically  motivated  to  work  hard  for  two  reasons.    First,  these  are  their  creations  –  their  own  ideas  hard  at  

Going  for  the  “Epic  Win”  In  Computer  Science  

By  Dr.  Amy  Fox  

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work.    Second,  they  will  be  successful  because  they  are  working  to  their  best  ability;  they  are  in  a  self-­‐differentiating  learning  environment.          

With  intermediate  and  high  school  level  students,  I  have  found  a  great  deal  of  success  using  robotics  to  learn  about  the  

engineering  and  design  cycle  as  well  as  programming.    We  use  Lego  MindStorm  robots,  which  can  be  programmed  using  the  Lego  software  (block-­‐coding)  or  another  language,  such  as  Java.    Students  are  able  to  design  and  program  their  robots  using  light  and  motion  sensors,  and  the  mechanical  structures  of  their  build.        

With  older  high  school  students  or  with  students  who  have  already  been  exposed  to  the  basics,  I  have  worked  in  two  different  3-­‐D  virtual  environments:    Alice  (CMU)  and  virtual  worlds  (OpenSim).    Alice  is  another  

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drag  and  drop  environment  that  is  based  on  Java;  students  can  toggle  between  the  dragged  code  and  Java.    This  gives  them  an  environment  in  which  they  can  learn  a  more  sophisticated  high-­‐level  language  without  having  to  tackle  the  syntax  while  they  learn  the  constructs  of  the  language.    

     Again,  they  have  the  freedom  to  work  on  a  variety  of  different  

projects.  In  two  different  virtual  worlds  (both  created  using  OpenSim),  my  students  were  able  to  create  3-­‐D  objects  and  animate  them  using  scripts  written  in  LSL  (Linden  Scripting  Language).    They  began  by  using  and  modifying  existing  scripts,  and  some  students  were  able  to  take  it  farther  and  write  their  own.    These  are  also  self-­‐differentiating  learning  environments.    In  my  2011  research  study,  I  noted  

 

Students  in  the  treatment  group  (in  the  virtual  world)  appeared  to  be  more  engaged,  meaning  they  were  not  only  focused  on  the  task,  but  also  committed  to  successful  completion  of  the  assignments.  This  was  demonstrated  by  the  enthusiasm  with  which  they  interacted  with  each  other  when  working  on  an  assignment  and  the  quality  of  work  that  was  produced.  Students  were  on  task,  and  interested  in  the  subject.  They  looked  forward  to  coming  to  class  and  were  more  immersed  in  the  content  since  they  were  interacting  with  it  in  both  the  real  and  virtual  worlds.    (Fox  Billig,  2011,  p.  81)  

 Many  of  my  students  continue  in  my  computer  science  program  to  

the  college  level  courses  I  teach  as  part  of  a  dual  enrollment  program  with  the  local  community  college.    The  students  who  enter  the  first  of  those  courses  with  some  prior  background  in  coding  tend  to  have  an  easier  time  adjusting  to  learning  the  syntax  and  structure  of  the  language  (C++).    Some  of  those  who  don’t  come  to  that  course  with  any  background  have  to  work  harder,  are  sometimes  more  frustrated  than  their  counterparts,  and  don’t  always  meet  with  the  same  success.    They  have  to  try  harder  for  that  epic  win  and  some  give  up  before  obtaining  it.      

   

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Over  the  years,  I  have  learned  a  great  deal  about  what  students  actually  gain  from  learning  computer  programming.    Although  striving  for  a  successful  program  is  a  terrific  goal,  it  is  not  the  only  outcome.    In  my  experience,  computer  science  and  programming  teach  logic,  reasoning,  problem  solving,  higher-­‐order  thinking  and  higher  mathematics  skills.    All  of  these  are  skills  necessary  for  success  in  the  “real  world”  regardless  of  profession.  

   While  its  extremely  important  that  my  students  be  motivated  to  

learn  computer  science,  I  am  also  mindful  of  the  Common  Core  State  Standards.    As  it  stands,  almost  every  single  one  of  the  Computer  Science  Teachers’  Association  (CSTA)  K-­‐12  Computer  Science  Standards,  which  I  have  been  following  since  its  inception,  maps  onto  a  Common  Core  State  Standard.    These  include  reading,  literacy  in  science/technical  subjects,  writing,  literacy  in  history/social  studies,  science  and  technical  subjects  6-­‐12,  speaking  and  listening,  language  and  mathematical  practice  (CSTA/ACM).  

   I  am  fortunate  to  be  in  a  district  that  offers  a  computer  science  

program.    Only  10%  of  schools  offer  such  a  program  (code.org).    We  have  recently  expanded  from  strictly  high  school  offerings  to  now  offering  an  after-­‐school  program  to  our  grade  four  and  five  students  using  many  of  the  resources  from  code.org  as  well  as  CS  Unplugged.    I  am  advisor  to  four  high  school  computer  science  students  who  run  the  after  school  program  twice  each  week.      

   This  year,  we  are  embarking  on  

our  first  Hour  of  Code,  sponsored  by  code.org.    At  the  elementary  school,  our  high  school  students  will  be  working  with  the  students  on  some  of  the  more  basic  tutorials  offered  by  code.org  for  the  hour.      

 

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At  the  middle  school  and  high  school,  we  will  work  together  on  beginning  and  intermediate  level  tutorials,  given  each  student’s  prior  background  and  interest.      

   All  of  these  events  will  take  place  after  school  during  our  10th  period  

after  school  extra  help  hour.    We  are  very  excited  to  be  a  part  of  the  largest  learning  event  in  history  and  are  looking  for  an  “epic  win”  for  our  students!      References:  

Code.org  website.    Retrieved  11/4/14  from  http://hourofcode.com/images/social-­‐3.jpg.  

Computer  Science  Teacher  Association. CSTA  K-­‐12  Computer  Science  Standards:  Mapped  to  Common  Core  State  Standards.    Association  for  Computing  Machinery.    Retrieved  11/2/14  from  http://csta.acm.org/Curriculum/sub/CurrFiles/CSTA_Standards_Mapped_to_CommonCoreStandardsNew.pdf.  

 Fox  Billig,  Amy.    The  impact  of  integrating  a  virtual  world  into  a  federally  

mandated  digital  citizenship  and  cyber  safety  unit  on  student  achievement,  higher  order  thinking  skills,  and  test  motivation,  2011.    Retrieved  11/2/14  from  http://www.dramyfox.com/uploads/6/7/3/5/6735852/afb_dissertation.pdf.  

 McGonical,  Jane.    Gaming  can  make  a  better  world.    Ted  Talk,  2010.    

Retrieved  11/2/14  from  https://www.youtube.com/watch?v=dE1DuBesGYM.  

 

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Understanding  Coordinate  Coding  with  Real-­‐World  Examples  

By  Fleet  Goldenberg  of  Sambiglyon  (http://www.sambiglyon.org)  

 

Almost  anything  in  a  program  that  involves  moving  or  positioning  something  –  whether  it  be  an  on-­‐screen  game  character  or  the  location  of  an  on-­‐screen  button  –  involves  direction  coordinates.    This  has  been  true  for  as  long  as  computer  programming  as  we  know  it  has  existed.  

 

In  a  two-­‐dimensional  program,  these  coordinates  are  described  by  the  horizontal  'X'  value  and  the  vertical  'Y'  value,  while  in  a  program  involving  three-­‐dimensional  depth,  a  third  'Z'  coordinate  is  added.    An  example  of  a  2D  program  is  an  operating  system  such  as  Windows  or  Mac  OSX,  while  3D  is  most  commonly  used  by  game  programs.  

 

These  coordinates  can  be  further  sub-­‐divided  into  'positive'  and  'negative'  directions.    Going  upwards  ('Y'  movement)  or  rightwards  ('X'  movement)  is  a  positive  direction  that  causes  the  values  of  those  coordinates  to  increase,  

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whilst  moving  downwards  or  leftwards  is  a  negative  direction  that  causes  the  values  to  decrease  until  they  pass  zero  and  become  minus-­‐values.      

 

Moving  toward  the  front  of  the  screen  or  toward  the  back  of  it,  meanwhile  (three-­‐dimensional  'Z'  depth  movement)  causes  the  value  of  'Z'  to  increase  or  decrease,  respectively.  

 

 

For  instance,  if  the  famous  videogame  character  Mario  was  running  right  along  a  flat  horizontal  surface  in  a  2D  game  such  as  'New  Super  Mario  Bros'  

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then  his  'X'  value  would  be  increasing  and  his  'Y'  value  may  be  zero  (ground  level).    If  he  jumped  up  onto  a  teleportation  'warp  pipe'  then  his  'Y'  value  would  increase  as  he  jumped  upward,  decrease  as  he  fell,  and  then  become  static  as  he  landed  on  top  of  the  pipe.      

 

If  entering  the  pipe  caused  him  to  travel  down  to  a  secret  room  beneath  him,  then  his  'Y'  value  in  the  game  world  would  become  a  minus-­‐number  because  the  on-­‐screen  character  representing  him  had  moved  below  the  zero-­‐height  of  the  ground.    When  he  found  the  exit  pipe  and  returned  to  the  upper  level,  his  'Y'  value  would  become  positive  again.  

 

The  developers  of  software,  such  as  games,  sometimes  program  an  X-­‐Y-­‐Z  coordinate  read-­‐out  to  be  displayed  on-­‐screen  while  they  are  working  on  the  game  to  see  how  objects  placed  on  the  screen  are  behaving  and  then  

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remove  that  display  before  the  program  is  released  to  the  public.    Likewise,  young  coders  who  are  just  starting  out  in  programming  can  understand  coordinates  easily  by  using  visualization  to  assign  X-­‐Y-­‐Z  directions  to  objects  moving  in  the  real-­‐world.  

 

Let's  look  at  a  couple  of  practical  examples  of  how  a  budding  coder  could  imagine  coordinates  in  real-­‐life  situations,  using  the  three-­‐dimensional  axes  of  X,  Y  and  Z  that  allow  us  to  move  in  any  direction.  

 

The  Running  Track  

 

Sporting  activities  are  an  excellent  cross-­‐curricular  way  to  teach  coordinate  coding  principles  to  young  students,  because  the  physical  movement  involved  in  those  activities  can  make  use  of  all  three  of  the  directional  axes  simultaneously.  

 

To  take  just  one  example:  on  an  athletic  running  track  with  hurdles,  at  the  starting  position  of  a  race,  a  runner's  X-­‐Y-­‐Z  values  might  all  be  at  zero.    This  is  because  they  have  not  moved  from  the  start  point  yet  (so  'X'  is  0);  their  feet  are  on  the  ground  (so  'Y'  is  0  because  they  are  not  jumping  upward);  and  'Z'  is  0  because  they  are  not  moving  sideward  on  the  track  at  present.  

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As  the  runner  runs  along  the  track  in  a  straight  line,  their  'X'  value  will  be  continuously  increasing  as  their  distance  from  the  race's  start  point  increases.      

 

When  they  jump  over  a  hurdle,  their  'X'  value  will  continue  increasing  as  they  leap  forwards,  but  their  'Y'  value  will  also  increase  as  they  jump  upwards  before  decreasing  as  they  fall  back  towards  the  track  and  become  '0'  again  as  they  land  on  the  track  surface.  

 

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As  the  runner  reaches  a  curve  in  the  track,  their  'Z'  value  will  move  away  from  zero  as  they  deviate  from  traveling  in  a  straight  line.    Depending  on  whether  the  curve  bends  left  or  bends  right,  their  'Z'  value  will  either  fall  below  zero  and  become  a  minus  number  or  increase  above  zero.      

 

Once  they  have  taken  their  first  corner  then  their  'Z'  value  will  not  become  '0'  again  until  they  loop  around  to  the  start-­‐point  of  the  track,  as  they  will  be  in  a  position  that  is  adjacent  to  where  they  began  the  race  from,  when  'Z'  was  0,  rather  than  directly  aligned  with  that  directional  axis.  

 

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When  the  runner  has  taken  the  first  couple  of  corners  of  the  track  then  they  will  effectively  be  running  back  towards  the  start  point  of  the  race  in  the  opposite  direction  on  the  other  side  of  the  track.    When  they  begin  this  phase  of  the  race,  their  'X'  value  will  begin  decreasing  because  they  are  moving  back  towards  the  start  position,  where  'X'  is  0.      

 

In  the  final  quarter  of  the  race,  they  will  pass  adjacent  to  the  start  point  on  the  opposite  side  of  the  track  and  their  'X'  value  will  become  a  minus  figure,  before  they  take  the  final  corner  and  they  are  running  in  a  straight  line  toward  the  start  on  the  side  of  the  track  that  they  began  the  race  on.      

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'Z'  will  also  become  zero  again  once  they  are  facing  the  start  line,  because  their  position  on  the  track  is  no  longer  off  to  the  side  of  the  point  that  they  started  from.  

 

Once  they  are  running  toward  the  start-­‐point  from  behind  it  on  the  final  stretch  of  the  race,  their  negative  'X'  value  will  decrease  until  they  cross  the  line  and  their  'X'  value  becomes  zero  again.    If  there  is  more  than  one  lap  to  the  race,  their  'X'  value  will  begin  climbing  above  zero  again  as  they  pass  the  line  and  the  cycle  described  above  will  begin  anew.  

 

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The  equations  become  a  little  more  complex  if  you  are  taking  more  than  one  runner  into  account.    Only  one  runner  can  have  a  'Z'  value  of  zero  –  other  participants  in  track  lanes  to  the  left  and  right  of  the  zero-­‐‘Z’  person  would  begin  the  face  with  a  'Z'  value  larger  or  smaller  than  zero  depending  on  what  side  of  the  track  they  were  on.    When  they  had  run  all  the  way  around  the  track  and  reached  the  start  point,  they  would  have  the  non-­‐zero  'Z'  value  that  they  began  the  race  with.      

 

They  could  not  ever  achieve  a  'Z'  value  of  zero  unless  they  moved  lanes  into  the  lane  that  the  runner  who  starts  with  'Z'  =  0  and  became  aligned  with  their  Z-­‐axis.    And  that  kind  of  lane-­‐hopping  is  forbidden  in  athletics.  

 

 

The  Train  Station  

 

Another  way  to  look  at  the  athletics  track  metaphor  is  in  terms  of  a  train  pulling  into  a  train  station.      

 

If  we  assume  the  train's  horizontal  'X'  value  to  be  zero  at  the  moment  the  front  of  it  enters  the  station,  then  by  the  time  it  passes  a  passenger  waiting  on  the  station  platform  then  its  'X'  value  may  be  well  into  the  positive  region  as  the  value  climbs  past  0  and  it  moves  forward  through  the  station.  

 

If  the  zero  point  of  the  vertical  'Y'  value  of  the  station  is  its  platform,  then  the  train  would  have  a  negative  'Y'  value  because  its  wheels  would  be  below  the  height  of  the  platform.  

 

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The  'Z'  depth  value  would  probably  be  zero  while  the  train  is  on  a  straight  length  of  track  in  the  station,  just  like  our  runner  on  the  straight  line  of  running  track  at  the  start-­‐point  of  the  race.  

 

 

 

As  the  train  decelerates  pulling  into  the  station,  the  rate  at  which  the  horizontal'  X  value  increases  would  be  continuously  decreasing  as  the  train  braked  and  its  forward  motion  was  reduced.    It  would,  however,  still  take  some  time  to  come  to  a  complete  halt,  especially  if  it  had  a  large  number  of  carriages.  

 

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If  the  train  is  a  type  where  the  driver  goes  to  a  control  cab  at  the  opposite  end  of  it  and  drives  it  out  of  the  station  in  the  opposite  direction  along  the  same  stretch  of  track,  then  the  'X'  value  of  the  train  will  decrease  as  the  train  travels  back  towards  the  zero-­‐point  at  the  station's  entrance,  and  then  attain  a  negative  'X'  value  as  it  leaves  the  station.  

 

 

The  'Y'  value  of  the  train  would  remain  consistent  until  the  gradient  of  the  terrain  that  the  track  was  laid  upon  changed.    If  the  landscape  dipped  then  the  'Y'  value  would  descend  further  into  the  minus  range.  If  it  climbed  a  hill,  it  would  ascend  past  zero  into  the  positive  number  range  (remembering  that  in  our  example,  '0'  was  the  height  of  the  station  platform.)  

 

Most  train  stations  have  a  minimum  of  two  tracks,  side  by  side.    This  is  where  the  'Z'  depth  value  comes  into  play.    A  second  train  that  is  alongside  the  first  one  would  have  a  'Z'  value  other  than  zero,  because  its  position  is  offset  from  the  '0'  position  of  the  Z  coordinate.      

 

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Like  our  multi-­‐lane  athletics  track  example  earlier,  the  side  of  the  station  that  the  train  is  on  will  also  influence  whether  the  train  has  a  positive  or  negative  Z-­‐value.    If  the  station  was  a  three-­‐track  one  and  our  'Z  =  0'  train  was  in  the  middle,  then  a  train  on  the  left  side  of  it  might  have  a  negative  'Z'  value  and  a  train  on  the  right  side  of  it  might  have  a  positive  (above  zero)  'Z'  value.      

 

Even  the  train  that  has  zero  as  a  'Z'  value  will  lose  that  status  however,  when  it  leaves  the  station  and  turns  a  corner  in  the  track,  as  the  train  will  no  longer  be  aligned  with  the  axis  where  'Z'  is  zero.  This  is  just  like  the  runner  that  lost  his  zero-­‐Z  status  when  he  turned  the  first  corner  of  the  running  track.  

 

Conclusion  

 

A  young  student  trying  to  understand  how  to  code  movement  and  the  placement  of  on-­‐screen  elements  need  not  struggle  to  visualize  precise  X-­‐Y-­‐Z  numerical  coordinates  for  an  object  or  mentally  track  their  changing  values.    Even  professional  developers  rely  on  their  creation  software  to  automatically  generate  those  values  and  display  them  on-­‐screen.  

 

All  they  need  to  know  is  where  the  zero-­‐point  for  the  X-­‐Y-­‐Z  coordinates  in  their  program  is  located  and  how  the  values  will  change  when  they  move  in  a  particular  direction  and  change  their  height  and  3D  depth  in  relation  to  that  source-­‐point.    Once  they  learn  how  to  do  this  with  one  object  then  they  can  apply  the  same  principles  to  any  other  object,  whether  in  the  real  world  or  a  digital  one  inside  a  program.  

   

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When  you  read  the  latest  news  in  education,  you  may  stumble  upon  the  notion  of  students  having  school  at  home  during  winter  blizzards  in  the  north.  You  may  have  also  heard  of  professional  development  days  being  done  online  with  teachers  from  various  locations  also  from  their  house.    

As  a  futurist,  I  chuckle.  We  were  discussing  this  concept  5  to  10  years  ago.  That  is  what  a  futurist  does.  We  try  to  consider  what  the  future  will  be  like  in  5  to  10  or  more  years.    

I  have  a  new  prediction  for  you.  I  am  predicting  that  within  the  next  5  years,  schools  will  be  having  class  via  technology  during  hazardous  weather  conditions.  

As  schools  are  starting  to  take  seriously  the  concept  of  virtual  classes  during  those  blizzards  and  other  days  off  of  school,  I  believe  they  will  need  a  more  modern  version  of  accountability.  The  standard  concern  that  I  hear  when  discussing  these  “Blizzard  Days”  is  how  we  make  sure  the  students  have  done  enough  work  and  learned  enough  content  to  be  able  to  mark  it  as  a  successful  8-­‐hour  day  of  school.    

 

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I  think  that  answer  is-­‐-­‐  you  can’t—and  actually  you  shouldn’t.  Truly,  it  is  near  impossible  to  judge  the  amount  of  time  a  student  needs  to  spend  on  an  assignment.  Time  varies  with  individual  students.  We  need  to  think  in  terms  of  accountability  not  time.  

Enter  Virtual  Worlds.  This  is  where  the  electronic  “Blizzard  Days”  and  a  source  of  accountability  becomes  a  marriage  of  technology.    

Consider  the  virtual  classroom  for  a  moment.  You  have  an  avatar  as  a  student  and  one  as  a  teacher.  You  can  have  a  teacher-­‐directed  lessons  and  student  responses.    For  example,  the  teacher  can  create  ahead  of  time  a  journey  through  the  virtual  worlds  where  students  can  experience  all  sorts  of  things,  from  history  to  physics  and  from  art  to  math.    

High  School  students  can  go  to  Second  Life  where  they  can  visit  Deadwood  in  1876,  and  then  go  to  vehicle  sims  where  they  can  test  their  science  skills  in  creating  new  vehicles.    

Middle  School  students  could  go  to  World  of  Warcraft  where  they  can  use  the  innovative  teaching  strategy  of  quest-­‐based  learning.  And  for  the  elementary  students,  we  have  Minecraft.  Students  can  work  on  simple  math  problems  using  the  blocks  in  Minecraft  or  have  their  own  version  of  quest-­‐based  learning.  

When  I  started  to  work  on  this  prediction,  I  wanted  to  take  that  hard  look  at  accountability.  I  believe  that  this  is  why  the  virtual  worlds  will  be  the  platform  for  these  “E-­‐Days”.  The  accountability  is  virtually  built  in.    

Teachers  know  their  students  better  than  anyone.  We  have  seen  teachers  without  even  turning  around,  know  which  student  is  out  of  his/her  desk  bothering  other  students.  We  have  watched  teachers  know  who  completed  the  paper  without  a  name  on  it  or  any  other  identifying  factors.    

The  teacher  has  always  been  the  school’s  best  weapon  in  the  fight  for  accountability.  With  Virtual  Worlds,  the  teacher  is  still  “in  the  room”  with  the  students.  The  teacher  still  sees  the  students,  in  avatar  form.  The  

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teacher  still  hears  the  student’s  responses,  be  it  in  chat  or  live  voice.  Because  the  teachers  knowing  their  students  as  well  as  they  do,  they  will  be  able  to  evaluate  the  students’  work.    

This  virtual  world  experience  becomes  a  true  electronic  school  day  (E-­‐Day)  with  full  accountability.  

You  can  read  more  of  Rob  Furman’s  work  on  his  website  at  http://www.huffingtonpost.com/rob-­‐furman  and  his  blog  

http://www.furmanr.com            

 Did  We  Have  Fun,  or  What?  

@  ISTE  2014  VEPLN  http://youtu.be/Jj3bF3aSKyw  

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I  began  my  thesis  research  as  a  result  of  something  I  had  contemplated  for  a  long  time.    Would  MMO  (massive  multiplayer  online  role  playing  game)  video  games  be  effective  educational  tools?    As  an  avid  MMO  gamer  for  the  past  10  years  I  have  often  been  told  that  I  was  "wasting  my  time"  but  personally  I  have  always  felt  the  experience  enriched  my  life.  I  presumed  to  find  what  I  am  guessing  most  people  reading  this  would  presume  to  find  –  a  medium  that  would  be  well  received  by  students  from  a  gaming  generation  but  have  very  questionable  academic  value.    However,  after  over  a  year  of  research  I  walked  away  not  only  feeling  like  I  had  been  mislead  by  the  media  but  that  the  misperception  I  had  brought  into  this  project  was  likely  stifling  one  of  the  most  "game  changing"  educational  tools  available  to  educators  in  the  21st  Century.  

 

The  research  I  conducted  set  out  to  answer  several  questions:      

1. What  do  21st  Century  students  need?    2. What  are  the  potential  academic  benefits  of  playing  a  educational  MMO  video  game?      

3. What  are  the  danger/difficulties  in  using  MMO  games  in  a  public  education  setting?      

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While  the  dangers/difficulties  were  somewhat  predictable,  what  I  found  in  relation  to  the  first  two  questions  was  shocking  to  me.    The  verbiage  used  to  describe  21st  Century  student  needs  matched  almost  word  for  word  with  the  supposed  benefits  from  active  participation  in  MMO  video  games.      

As  I  continued  my  research  I  almost  felt  as  though  I  had  been  set  up.    Virtually  every  example  I  was  able  to  find  of  MMO  games  being  used  in  a  educational  settings  resulted  in  resounding  educational  gains.    While  research  in  the  field  is  young  both  theory  and  practice  all  pointed  to  one  thing,  MMO  games  have  enormous  academic  potential.      

 

Armed  with  the  information  from  my  research,  I  set  out  to  survey  a  public  school  near  me.    The  survey  asked  questions  related  to  my  research  in  an  effort  to  determine  the  perception  individuals  at  this  school  had  in  relation  to  the  use  of  MMO  games  in  public  education.      

 

While  the  surveys  were  limited  to  one  school  in  northern  California,  the  student,  counselor  and  teacher  results  suggested  that  there  is  a  significant  measure  of  support  and  readiness  to  embrace  the  medium.    Survey  results  also  suggest  that  school  administrators  may  be  much  more  apprehensive  about  the  medium  being  used  in  a  public  school  setting.      

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The  school  survey  provided  valuable  information  to  me  as  I  prepared  to  defend  my  thesis.    My  defense  would  be  presented  to  a  majority  of  former  school  administrators;  a  demographic  my  research  suggested  would  be  apprehensive  towards  the  medium  and  possibly  find  some  of  my  conclusions  to  be  contentious.      

During  my  defense  I  detailed  what  an  MMO  game  was  and  presented  my  research  suggesting  the  medium  to  be  one  of  the  most  powerful  educational  tools  available  to  educators  in  the  21st  Century.    The  information  was  well  received  but  questions  remained.      

I  was  asked,  "If  MMO  games  are  used  in  public  school  how  can  we  be  sure  it  won't  lead  to  more  delinquent  behavior?"    It  seems  to  be  a  widely  circulated  idea  that  video  games  lead  to  delinquent  behavior  in  youths.    I  already  knew  there  was  a  plethora  of  conflicting  research  data.  A  Google  search,  for  example,  yields  literally  hundreds  articles  arguing  either  side.    There  seems  to  be  no  universally  conclusive  results  suggesting  video  games  do  or  don't  lead  to  delinquent  behavior.    

 Figure  1:  US  Violent  Crime  Rates    

I  paused  contemplating  the  best  answer  to  the  question.  Finally,  what  came  to  mind  was  a  statistic  I  had  read  about  outside  of  anything  

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having  to  do  with  my  research.    My  retort  to  the  question  was  to  ask  a  question,  "Has  violent  crime  gone  up  or  down  in  the  past  20  years?"      

As  people  looked  around  the  room  the  consensus  seemed  to  be  that  it  had  gone  up.    I  then  asked  them  if  they  would  believe  that  it  hadn't  just  gone  down  but  had  gone  down  dramatically  in  the  past  20  years  (See  Figure  1  above).    

My  following  question,  "Have  video  game  sales  gone  up  or  down  in  the  past  20  years?"  The  answer  here  was  obvious  (see  Figure  2  below).      Causation  does  not  mean  correlation  but  looking  at  large  social  trends  logic  would  seem  to  suggest  video  game  use  in  a  public  school  

setting  would  lead  to  less  delinquency  not  more.  

 

 

Figure  2:  US  Video  Game  Sales  (from  Businessinsider.com)  

 

 

I  don't  have  any  empirical  data  to  tie  the  statics  sited  in  these  two  figures  together.    What  I  do  have  is  life  experience.      

When  I  was  young  my  friends  and  I  would  get  into  "delinquent"  behavior  when  we  got  bored  .  .  .    stealing  baseball  cards  from  a  convenience  store,  going  out  late  at  night  and  spray  painting  the  side  walk,  throwing  rock  filled  snowballs  at  cars  and  the  like.    Then  one  Christmas  I  got  a  Nintendo.  I  distinctly  remember  my  time  spent  figuring  out  the  best  place  to  throw  rocks  at  cars  was  quickly  replaced  with  trips  down  to  the  local  video  rental  store  to  find  a  new  video  game.      

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After  my  research  I  look  back  at  this  "time  wasting"  activity  in  my  life  with  new  insight.    Video  games  forced  me  to  think  creatively,  improved  my  critical  thinking  and  problem  solving  skills,  introduced  me  to  new  vocabulary,  taught  me  to  work  together  with  others,  and  it  was  all  in  8  bit!      

Now  we  have  large  immersive  worlds  that  teach  all  of  that  and  more.    MMO  games  specifically  teach  corroborative  team  play,  21st  century  literacy,  how  to  analyze  various  decisions  in  complex  environments,  and  ethical  and  social  repercussions  to  choices  that  are  made  –  the  list  is  exhaustive.    All  of  which,  are  educational  objectives  imperative  to  the  success  of  a  21st  Century  student.      

My  research  sites  many  educational  experts  claiming  that  there  are  vast  educational  benefits  to  MMO  gaming.  From  my  personal  experience  I  can  definitively  say  these  benefits  are  not  hypothetical.    I  have  frequently  felt  a  lot  of  guilt  and  shame  at  being  a  30  something  gamer.  I  have  actually  tried  to  quit  gaming  multiple  times  in  my  life  but  I  always  felt  like  something  was  missing  when  I  did.      

This  research  has  helped  me  re-­‐evaluate  my  mindset  towards  gaming.    I  have  come  to  realize  my  gaming,  particularly  during  the  past  10  years  that  I  have  spent  as  an  avid  MMO  gamer,  have  changed  my  life  for  the  better.    I  believe  MMO  gaming  has  brought  me  to  higher  levels  of  self-­‐efficacy  than  would  have  ever  been  possible  otherwise.      

While  there  are  certainly  difficulties  that  need  to  be  addressed,  my  research  and  my  life  experiences  suggest  that  viewing  video  games,  as  a  waste  of  time  and  brain  energy,  is  very  archaic  perspective.    Yet  sadly,  it  seems  to  be  a  prevailing  perspective  found  in  the  educational  world.    Why  not  assign  some  summer  video  games  instead  of  just  summer  reading?      

Reading  is  important  but  the  sedentary  activity  of  book  reading  is  viewed  in  an  entirely  different  light  despite  its  inability  to  help  students  learn  the  hard  to  teach  21st  Century  skills  that  are  inherently  taught  by  

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many  of  today's  video  games.    Assigning  summer  video  games  would  at  least  give  educators  some  influence  in  this  area  of  student  video  game  selection.      

The  problem  is  most  educators  are  such  neophytes  in  this  area  they  would  be  unable  to  create  a  list  of  good  titles,  let  alone  enter  into  meaningful  academic/educational  dialogue  with  a  student  about  the  video  games  they  were  playing.    It  is  much  easier  for  an  educator  to  chalk  off  video  games  as  something  that  leads  to  "delinquency".    

I  would  suggest  it  is  this  mindset  in  educators  .  .  .  an  unwillingness  to  meet  students  where  they  are  with  what  they  need,  that  is  far  more  likely  to  lead  to  delinquent  behavior  in  our  youth.    Despite  an  educator’s  view  of  video  games,  21st  Century  students  will  continue  plunging  ahead  into  a  cyber  world  filled  with  new  technologies,  new  video  games,  and  new  dangers  while  our  educational  institutions  are  left  behind.      

My  research  suggest  that  introducing  MMO  video  games  into  a  public  school  setting  may  be  the  educators  greatest  tool  in  reversing  this  trend.  

 

James  Crockett’s  Thesis  is  at  www.virtualeducationjournal.com  or  as  a  slideshare  at  http://www.slideshare.net/JamesCrockett/thesis-­‐final-­‐37431591    

James  Crockett  is  the  GM  of  the  game  community  that  was  created  partially  as  a  response  to  his  research:  http://eternal-­‐kingdom.enjin.com/    

Personal  contact:  [email protected]  

 

Reading  is  important  but  the  sedentary  activity  of  book  reading  is  viewed  in  an  

entirely  different  light  despite  its  inability  to  help  students  learn  the  hard  to  teach  21st  Century  skills  that  are  inherently  

taught  by  many  of  today's  video  

games.  

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Digging  Deeper:  Minecraft  as  a  Transition  to  

Wider  Virtual  Worlds  By  Keith  David  Reeves,  M.Ed.,  a.k.a.  Loren  Alunaia  

“It’s  like  virtual  Legos®.”  

 The  first  time  I  saw  Minecraft,  I  figured  it  had  tremendous  potential,  

but  like  so  many  educational  technology  tools  that  catch  fire,  its  simplicity  is  elegant  in  a  way  I  could  not  have  anticipated.  “Left  click  breaks,  right  click  builds”  is  about  as  straightforward  an  interface  as  one  could  imagine,  and  as  such,  the  “technology  overhead”  we  often  encounter  in  virtual  environments  -­‐  the  learning  curve  required  to  learn  how  to  maneuver  within  and  interact  with  the  simulation  -­‐  is  practically  minimalist.    

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That’s  the  beauty:  Content  shines  through.    

“VSTE  in  Second  Life”  has  been  an  active  and  innovative  presence  in  the  virtual  environments  education  world  since  roughly  2008,  with  a  strong  focus  on  professional  networking.  Starting  about  2012,  the  focus  of  the  group  was  becoming  more  and  more  interested  in  learning  and  instruction.  Serendipitously,  this  growth  coincided  with  the  introduction  of  Professional  Learning  Networks  by  ISTE,  and  so  VSTE  in  SL  became  VSTE’s  first  PLN,  the  VSTE  Virtual  Environments  PLN.    

   Minecraft  is  our  first  major  focus  after  Second  Life.  It  is  a  logical  

starting  point  for  a  variety  of  reasons,  not  the  least  of  which  is  its  easy  application  into  elementary  school  educational  technology  work.  Whereas  Second  Life,  as  a  highly  sophisticated  simulation  platform,  is  somewhat  more  appropriate  for  learners  at  the  high  school,  college,  and  adult  levels,  Minecraft  lends  itself  well  to  immediate  application  for  younger  learners  because  of  that  “low  overhead.”  

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Minecraft  does  what  it  does  brilliantly,  even  if  it  doesn't  do  much.  That's  the  beauty  of  the  platform,  and  the  fact  that  it  is  both  secure  and  stable  on  so  many  platforms  -­‐  including  an  iOS  version  for  mobile  devices!  All  of  this  makes  Minecraft  an  ideal  choice  for  many  virtual  building  applications.  There  is  absolutely  no  native  inappropriate  content,  zero  advertising,  and  zero  links.  While  a  student  could,  theoretically,  build  something  that  might  be  inappropriate,  this  is  both  unlikely  and  unseen.  

Minecraft  is  one  of  the  most  intuitive,  simple-­‐to-­‐use,  and  easy-­‐to-­‐engage-­‐with  virtual  environments.  For  teachers,  the  experience  is  identical    

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to  students'  experiences.  As  there  is  no  hierarchy  in  the  base  (non-­‐Edu)  version  of  Minecraft,  the  teacher  experience  mirrors  that  of  the  student  experience.  One  need  ask  but  one  question  to  integrate  it  into  one's  lesson:  "What  would  students  build  or  make  without  a  computer  in  this  lesson?"  One  need  only  say  "then  build  that  here,"  and  one  has  Minecraft  within  reach.  

 

 

The  edtech  developers  in  the  VSTE  VE  PLN  have,  thus  far,  built  houses,  taverns,  overlooks,  farms,  lighthouses,  treehouses,  and  most  recently,  an  integrated  railway  system  spanning  hundreds  of  blocks  (the  fundamental  building  “block”  of  Minecraft,  of  course)!  We’ve  tunneled  and  bridged  our  way  across  the  sim,  through  subterranean  passages,  under  waterways,  over  mountain  –  we’ve  created  ramps,  spirals,  elevators,  you  name  it!    

This  trial-­‐and-­‐error  experimentation  mirrors  precisely  what  one  would  expect  from  an  authentic  problem-­‐solving  and  construction  learning  activity.  With  the  most  rudimentary  of  interfaces  (pick  a  block  and  place  it,  

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or  destroy  a  block),  one  can  detach  from  construction  and  attach  to  design.  For  example,  I  set  out  to  reproduce  the  Hotel  Roanoke,  one  of  the  most  popular  VSTE  conference  venues.  I  had  never  built  anything  remotely  like  it,  so  I  simply  selected  the  colored  blocks  that  mirrored  the  exterior  of  the  Tudorbethan-­‐style  landmark,  and  set  about  building.  At  one  point,  I  ran  out  of  space  for  a  wing.  Well,  only  one  thing  to  do:  I  had  to  clear  some  space.  It  took  a  lot  of  clicking,  but  I  mined  out  the  side  of  a  hillside,  and  kept  on  building  the  hotel.  

 

My  objective  was  to  replicate  an  environment  for  purposes  of  demonstrating  my  comprehension  of  the  Hotel  Roanoke  as  an  architectural  landmark.  My  method  was  to  build  it  in  Minecraft.  My  process  was  a  discovery-­‐based,  entirely  free-­‐form  exploration  of  the  virtual  environment  simulator  to  accomplish  that  task,  with  very  little  scaffolding  or  guidance.    

This  same  pedagogical  process  could  be  used  in  any  number  of  applications.  Ask  yourself,  as  a  pedagogue,  what  artifacts  a  student  might  

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produce  in  “First  Life”  (a.k.a.,  physical  consensus  reality),  and  then  entertain  the  ways  by  which  that  artifact  might  be  created  in  a  virtual  reality,  be  it  Second  Life  or,  in  this  case,  Minecraft.  

While  I  am  a  resident  of  and  a  major  advocate  for  Second  Life,  building  in  SL  is  becoming  increasingly  sophisticated.  I  had  just  started  to  figure  out  how  to  manipulate  basic  prims  when  along  came  mesh,  and  wiped  the  slate  clean  of  “top  tier”  designers,  who  now  had  to  master  3D  rendering  applications  like  Maya  or  Blender.  Well,  sorry,  kids,  I  don’t  know  how  to  do  any  of  that!  I’m  a  music  teacher  by  trade,  not  a  computer  programmer,  and  having  sat  through  a  few  less-­‐than-­‐spectacular-­‐result  Blender  classes,  I  can  tell  you,  that’s  not  a  simple  tool.    

However,  Minecraft  inverts  the  relationship  between  the  person  behind  the  avatar  and  the  avatar’s  ability  to  build.  Blender  and  Maya  take  extraordinary  amounts  of  technology  “overhead”  for  building;  one  could  study  these  applications  for  years  and  never  master  them.  However,  Minecraft’s  most  sophisticated  building  techniques  can  be  mastered  in  a  matter  of  days,  and  its  most  essential  building  skills  mastered  in  minutes.  This  liberates  the  VE  participant  from  the  daunting  and  sometimes  

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frustrating  task  of  learning  the  interface  “language”  and  allows  that  person  to  focus  on  design,  content,  and  application.  

 

The  VSTE  server  has  served  as  a  tremendous  sandbox,  allowing  us  to  discover  the  “facts  of  life”  in  Minecraft,  just  as  students  would:  a  pushed  minecart  can  travel  about  12  rail  lengths  if  preceded  by  6  powered  rail  lengths.  A  powered  rail  needs  a  redstone  torch  to  light  up  and  work.  Redstone  appears  to  be  a  power  source.  Redstone  also  appears  to  be  conductive,  like  an  electric  wire.  Buttons  don’t  just  toggle  redstone,  but  they’re  a  power  source  of  their  own.    

These  little  factoids,  as  discovered,  naturally  connect  to  other  ideas,  and  the  learner  forms  a  unique,  individualized  comprehension  of  those  ideas  and  relationships,  in  the  course  of  building.  The  train  lines  have  served  as  a  great  vehicle  not  only  for  connecting  the  geographic  environments  on  the  server,  but  connecting  ideas  about  how  the  components  within  the  VE  work  and  how  those  overarching  ideas  relate  in  a  more  complex  system.  

 

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As  a  member  of  the  executive  committee  of  the  society,  I  consider  PLNs  to  be  an  exceptionally  positive  development  in  our  field  –  a  great  way  to  allow  ephemeral,  serendipitous,  and  evolving  interest  groups  to  seek  and  receive  the  support  of  their  parent  organizations.  As  the  board  liaison  between  the  VSTE  Virtual  Environments  PLN  and  the  VSTE  Board  of    Directors,  I  think  the  PLN  serves  as  an  exemplar  in  terms  of  its  organization.  However,  as  a  long-­‐time  VE  resident  and  advocate,  I’m  most  pleased  and  passionate  about  the  VE  PLN  because  it  sees  the  potential  of  platforms  like  Minecraft,  and  throws  itself  into  

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exploring  it,  working  with  and  in  it,  and  discovering  the  countless  ways  in  which  it  relates  directly  to  student  learning  outcomes  and  

teacher  instructional  practices.

Minecraft’s  simplicity  and  immediate  applicability  as  a  building  sandbox  has  made  it  the  ideal  “entry  level”  choice  for  our  newest  virtual  explorations,  and  we  believe  it  could  be  the  ideal  “entry  level”  VE  for  your  teachers  and  students  for  precisely  the  same  reason  

 Keith  David  Reeves,  M.Ed.,  a.k.a.  Loren  Alunaia  is  Treasurer  and  Director  At-­‐Large,  Virginia  Society  for  Technology  in  Education  and  the  Senior  Coordinator  of  Instructional  Technology,  Arlington  Public  Schools.  You  can  learn  more  about  his  work  at  http://www.kdreeves.com/    

 

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I  just  want  to  teach!  

 

One  of  the  most  common  issues  raised  by  virtual  teachers  in  Second  Life  (SL)  is  how  to  get  new  students  up  to  speed  with  the  fundamentals.  You  know  -­‐  walk,  talk,  navigate  –  that  stuff.  For  those  with  little  or  no  experience  in  3D  environments  it’s  not  easy  to  pick  up  SL’s  basics,  however,  these  are  the  skills  that  underpin  everything  a  resident’s  avatar  does  in  world.    

 

Needless  to  say  a  solid  set  of  foundation  competencies  is  vital  to  the  success  of  any  learning  endeavour.  The  problem  is  that  eradicating  SL  newbie-­‐ness  takes  time  -­‐  many  would  argue  lots  of  time.    

 

Virtual  teachers’  estimates  vary  widely  on  this  point,  ranging  from  2  hours  to  8  hours.  The  bottom  line  is  that  regardless  of  the  amount  of  time  an  SL  educator  decides  to  dedicate  to  up-­‐skilling,  it’s  precious  time  they  could  have  spent  on  their  real  teaching.    

Eliminating  a  Headache  

Faced  By  ALL  SL  Virtual  Educators!  

By  Carmsie  Melodie  (SL)  Carmel  Hill  (RL)  

 

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But  they’ve  been  to  Learning  Island  and  they’ll  pick  up  the  rest…  Poor  Mervin!  He  decided  to  enhance  his  students’  learning  with  some  virtual  classes.  He  worked  hard  creating  the  lessons  and  setting  everything  up  in  Second  Life  but  there  was  limited  time  left  in  the  semester.  Mervin  asked  his  students  to  complete  SL’s  Learning  Island  training  so  that  he  could  forego  the  basics  and  get  down  to  real  teaching  right  off  the  bat.    

Mervin’s  first  lesson,  so  carefully  planned  and  well  thought  out,  quickly  slid  into  mayhem.  His  students’  chat  text  reeked  of  desperation,  “What’s  this…?”,  “I’m  lost…”,  “I  can’t  work  this  out.”,  “How  do  I  …?”,  “OMG  these  menus…!”,  “HELP!”.    

Mervin’s  result  was  far  from  the  positive  introduction  to  virtual  learning  that  he’d  hoped  his  students  would  experience.  The  first  destination  for  all  new  SL  residents  is  Learning  Island.  It’s  there  that  they  pick  up  some  introductory  skills,  but  this  approach  has  its  limitations.  Unless  educators  offer  their  students  additional  guidance  they  tend  to  blunder  around  confused  and  frustrated.    

The  golden  rule  is:  better  prepared  students  means  less  virtual  drama!  

 

So  what’s  the  solution?  Many  virtual  educators  in  SL  create  their  own  introductory  sessions  and  learning  resources,  which  is  great.  But  for  those  who  have  nothing  in  place  yet,  and  are  looking  to  embellish  their  own  materials  or  want  a  flexible  alternative,  then  the  Second  Life  basics  series  may  be  just  what’s  needed.  It’s  new,  it’s  different,  it’s  

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flexible,  and  all  the  work  has  been  done  for  you!    

Hosted  by  the  University  of  Western  Australia  (UWA  in  SL),  the  series  contains  5  modules,  founded  on  a  blended  learning  model  -­‐  eLearning  and  virtual  learning.    

 

A  two  tier  approach  The  SL  basics  series  imparts  key  newbie  skills  using  a  two-­‐tier  approach:      

1. Knowledge    The  core  learning  concepts  are  covered  in  interactive,  online  modules  that  are  accessed  on  our  Moodle  MOOC  site,  SLeducate.info.  The  modules  contain  explanations,  demos  and  tips  on  a  wide  range  of  fundamental  SL  skills.  Each  main  module  is  supplemented  with  a  matching  Cheat  Sheet  and  other  helpful  info  that  can  be  downloaded.      

2. Practice  and  mastery    But  it’s  not  all  theory.  The  main  modules  incorporate  in-­‐world  Practice  Activities,  giving  the  learners  the  opportunity  to  apply  and  master  their  new  skills  as  they  progress.  To  assist  the  learners  there’s  an  Activity  Station  in  world  that  aligns  with  the  modules.  When  clicked,  it  gives  

people  module  information,  URL  links  that  open  the  online  materials  inside  SL  and  lots  of  other  helpful  resources.      

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SLeducate's  Activity  Station  in  Second  Life  

 

Some  of  the  key  features  of  the  Second  Life  basics  series    

• Centralised  and  accessible  The  site  stores  a  wide  range  of  SL  beginner  information  at  a  single  web  destination.  Yep,  no  more  jumping  all  over  the  net  hunting  things  down!  This  is  accessible  by  anyone,  anywhere  and  at  any  time  –  virtual  teachers,  students  and  those  who  are  simply  curious  about  virtual  life.  

• Engaging  The  SL  basics  series  is  fun,  interactive  and  encourages  learning  via  experimentation  and  play.    

• Thorough  and  sequenced    The  series  imparts  a  comprehensive  set  of  fundamental  Second  Life  skills  in  a  logical,  sequential  order.  There  are  5  modules  that  contain  further  bite-­‐sized  elements  called  main  modules.  The  series  does  not  pay  lip  service  to  SL’s  basic  skills;  it  treats  them  as  vital  prerequisites  but  it’s  also…      

• Flexible  Flexibility  underpins  every  aspect  of  the  SL  basics  series.  It’s  almost  made  of  rubber!  The  modules  can  be  introduced  and  undertaken  different  ways  to  cater  for  a  variety  of  learning  needs  and  preferences,  for  example:  complete  everything  in  the  series  or  do  a  selection  of  the  modules;  complete  an  entire  module  or  only  the  parts  that  you  need;  learn  solo  or  as  a  group;  self-­‐directed  learning  or  entire/partial  teacher  led  instruction;  explore  the  additional  optional  resources  or  skip  these.  

• Ease  of  navigation  The  overall  series  and  each  main  module  have  a  summary  so  end  users  can  see  where  skills  are  covered.  Once  a  main  module  is  accessed,  a  table  of  contents  and  other  built  in  navigation  tools  enable  users  to  view  a  topic  list  and  skip  from  screen  to  screen  with  ease.      

• Resources  The  website  contains  helpful,  optional  materials  that  can  be  viewed  online,  downloaded  by  users  or  used  as  teaching  aids,  e.g.  Cheat  Sheets  and  shortcut  key  lists.    

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• Practical  and  effective    The  series  integrates  fun,  SL  Activities  that  allow  learners  to  practice  and  master  the  skills.  The  skills  covered  in  the  modules  are  generic  but,  to  ensure  the  activities  really  hit  the  mark,  teachers  are  able  tailor  them  anyway  they  like.  They  can  simply  provide  students  with  customised  or  alternative  module  activities  outlining  what,  how  and  where.    

• Pulling  it  all  together  Each  module  covers  a  discreet  set  of  skills.  The  final  activity  is  a  Finders  Keepers  Hunt  that  ties  everything  together  by  drawing  on  all  the  skills  covered  throughout  the  series.  Using  clues,  the  learners  find  items  hidden  in  various  SL  locations.  Of  course  there  are  rewards  -­‐  each  item  gives  them  gifts!    

• Timing  The  maximum  duration  of  any  main  module  in  the  series  is  15  minutes  and  the  majority  are  less,  excluding  the  time  to  complete  the  activities.  As  a  rough  rule  of  thumb  we  recommend  allowing  a  minimum  of  2.5  to  3  hours  to  complete  the  series.  Some  will  find  they  require  more  or  less  time  than  this.    Timing  varies  between  individuals  and  on  the  basis  of  the  delivery  approach.    

• Community,  support  and  help  Learners  don’t  feel  isolated,  even  if  studying  is  asynchronously.  There’s  a  supportive  SLeducate  group  they  can  join  in  world.  As  a  member  of  the  community  they  are  able  to  approach  the  group  for  help  and  advice  whenever  needed.  Teachers  can  join  this  group  too  or,  if  preferred,  students  can  join  a  group  their  teacher  establishes  and  discuss  the  modules  or  seek  assistance  that  way.    

• SL  glossaries  SL  is  full  of  odd  terms  and  phrases.  To  help  with  this  the  site  has  comprehensive,  searchable  SL  glossaries,  known  as  SLictionaries,  which  cover  a  wide  range  of  SL  terms  and  text  chat  abbreviations.    

• Educators’  resources  The  SLeducate  website  contains  Virtual  Educator  resources  that  offer  SL  teachers  and  corporate  trainers  helpful  info,  ideas  and  tips  in  .pdf  and  video  formats.    

• Techy  stuff  A  viewer  is  the  software  users  install  on  their  computer  to  drive  SL.  The  

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module  demonstrations  are  based  on  the  Firestorm  viewer.  The  SL  basics  series  can  be  viewed  on  any  flash  enabled  device.    

 

Delivery  options    One  of  the  big  advantages  for  virtual  educators  is  that  the  SL  basics  series  can  be  successfully  implemented  without  taking  up  a  lot  of  precious  teaching  time.  However,  if  a  hands-­‐on  role  is  preferred,  that’s  also  easy  to  achieve.  Some  of  the  delivery  alternatives  are  listed  below.  There  are  pros  and  cons  to  each  option  so  teachers  need  to  decide  which  is  best  for  them,  their  learning  strategy,  and  their  students.    

 

A. Set  the  entire  series  or  a  selection  (modules  and  activities)  as  prerequisite  learning  for  students  to  complete  before  in-­‐world  classes  commence.      

B. Run  the  entire  series  or  a  selection  (modules  and  activities)  in  a  classroom  setting,  with  students  learning  at  their  own  pace  or  with  a  display  on  a  central  screen.  If  using  this  method,  you’d  need  to  allow  individuals  to  complete  the  practice  activities  in  Second  Life.  With  access  to  a  computer  lab,  this  could  be  done  with  all  at  the  same  SL  location  and  at  the  same  time  or  in  the  learner’s  own  time.    

 

C. Ask  the  students  to  complete  one  or  several  modules  themselves  by  a  set  date  and  then  complete  the  associated  SL  practice  activities  in  a  classroom  environment.    

 

D. Complete  one  or  several  modules  in  the  classroom  and  ask  the  students  to  complete  the  associated  SL  practice  activities  themselves  by  a  set  date.    

 

 

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Want  to  check  it  out?  

 

 

 http://sleducate.info  

 

The  website  and  all  its  resources  are  available  to  help  anyone,  anywhere  and  at  any  time.  There’s  lots  to  see  so  here  are  a  few  links  to  get  you  started.  

 

• SLeducate.info  website  • SL  basics  series  web  page  (use  Guest  access)  • Avi  to  avi  –  let’s  chat  sample  module  (use  Guest  access)  • Virtual  educator  web  page  (use  Guest  access)  • SLeducate’s  Activity  Station  in  Second  Life  • Get  started  in  Second  Life  a  brief  overview  • SLeducate’s  YouTube  Channel  

   

We  hope  this  is  a  helpful  tool  for  virtual  teachers,  students  and  others.  All  the  best!  

     Jay  Jay  Jegathesan  (Jayjay  Zifanwe  in  SL)  is  the  Coordinator,  UWA  in  SL  Manager,  School  of  Physics,  University  of  Western  Australia.  Be  sure  to  check  out  the  recent  blog  post  that  takes  a  fairly  close  look  at  the  SLeducate  site  and  SLbasics  series.  Here's  the  link:    http://modemworld.wordpress.com/2014/07/11/sleducate-­‐a-­‐sl-­‐resource-­‐for-­‐educators-­‐students-­‐and-­‐new-­‐users/  

Page 82: VEJ December 2014

Reader’s Choice Awards2014

Favorite "NEW" virtual environment

Minecraft

EdTech Island

Favorite virtual worldenvironment and/or game

World of Warcraft

Favorite educational sim/sitein Second Life

Page 83: VEJ December 2014

Reader’s Choice Awards2014

Inevitable BetrayalWeekend Webinars

Favorite 2014 educational eventin a virtual environment/game

Chris Luchs - Kuwapi & Abacus Capallini

Avatar/person who taught, inspired,or helped you the most in virtual worlds/games

Pandaria

Best architectural design/buildin a virtual world

Page 84: VEJ December 2014

Reader’s Choice Awards2014

Lightning Productions -Coz Okelly

Favorite virtual musician/band/DJin a virtual world

SL Marketplace

Favorite virtual world store or place to shop

Inevitable BetrayalGoogle + Community

Favorite "go to" place for information aboutwhat is happening in virtual worlds

Page 85: VEJ December 2014

Reader’s Choice Awards2014

Vassili Giannoutsos (R), Bluebarker Lowtide (SL)&

Mary O'Brien (R), Serena Offcourse/Zinnialuna (SL)

TIEFavorite virtual world designerother than fashion

Shaomai House of Fashion

Favorite creative fashion designer

Magz Blues Clubat the Iron Cloud

Favorite Musical Venue in a virtual world

Page 86: VEJ December 2014

Reader’s Choice Awards2014

Inevitable Betrayal Guild&

Caledon Oxbridge tutorial, Particle Laboratory

TIEFavorite place to "hang" in a virtual worldwith your friends

1920s Berlin Project

Favorite theme build in a virtual environment

Caledon Oxbridge tutorial,Particle Laboratory

Favorite museum or educational buildin a virtual environment

Page 87: VEJ December 2014

Reader’s Choice Awards2014

Inevitable Betrayal

Favorite Educational Gaming Guild

World of Warcraft

Favorite Online 3D Virtual Game

Grid Jumperhttp://gridjumper.net/

Best Virtual World Blog

Page 88: VEJ December 2014

Reader’s Choice Awards2014

On Becoming a Guild: Interview with Chris Luchsby Tanya Martin &

"An Interview With Gord Holden" by Scott Merrick

TIEFavorite VEJ Article for 2013 - 2014

World of Warcraft

Favorite Online 3D Virtual Game

Grid Jumperhttp://gridjumper.net/

Best Virtual World Blog

Page 89: VEJ December 2014

Reader’s Choice Awards2014

Inevitable InstructorsState of the Guild

Favorite professional development recording

Inevitable BetrayalEducators' Gaming Guild

Most innovative use of a virtual world

VEJ Cover April 2014 Vassili Giannoutsos (RL), Bluebarker Lowtide (SL) (Photo) and Bob Vojtek (RL), BJ Gearbox (SL) Design

Favorite VEJ photo for 2013-2014

Page 90: VEJ December 2014

Reader’s Choice Awards2014

Running of Gnomes forBreast Cancer Awareness

&Relay for Life 2014, Second Life

TIE

TIE

Favorite Virtual World or Game Charity Event

HAE’s Potter Adventurehttp://www.youtube.com/

watch?v=gt5XHvJPLvk&feature=youtu.be

&

Grid’s Anatomy of a Wipehttps://www.youtube.com/

watch?v=yyn0ejntD_c&featuwatch?v=yyn0ejntD_c&feature=c4-ture=c4-

Favorite Machinima

Page 91: VEJ December 2014

Reader’s Choice Awards2014

TIE

Inevitable Betrayal Weekend Webinars&

VWBPE2014(Virtual Worlds Best Practices In Education)

Best educational conference,workshop,webinar,hangout, orprofessional learning activityin a virtual world

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Be  sure  to  visit  us  in  Second  Life  @  http://maps.secondlife.com/secondlife/EduIsland  9/20/37/22  

To  Read  VEJ  online  visit:  http://www.virtualeducationjournal.com/  

For  more  information  about  ISTE  SIGVE/VEN  or  to  join  the  fun,  visit:    http://sigve.iste.wikispaces.net/      &    http://sigve.weebly.com/     Follow  us  on  Twitter  @VEJournal  or  #VEJournal      

©Vej  is  an  Edovation    

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