MissionV - Virtual Worlds Technology for the support of High Potential Students

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Presentation given in Second Life by Margaret Keane of MissionV Education Ltd at the Bavarian Center for Gifted and Talented Children Global Gifted Conference, May 28th 2011

Presentation given in Second Life by Margaret Keane of MissionV Education Ltd at the Bavarian Center for Gifted and Talented Children Global Gifted Conference, May 28th 2011

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  • 1. Using Virtual Worlds Technology forthe Support of High Potential Students Presented by: Margaret Keane Founder: Giftedkids.ie Co-Founder: MissionV Education Our business is that of educational alchemy, the transformation that takes place when a child rediscovers the joy of learning.
  • 2. "I hear and I forget. I see and I remember.I do and I understand." Confucius
  • 3. Summary Background Education Models MissionV Pilot MissionV as a Digital SandboxGame Based Learning for High Potential Students
  • 4. The Problem SYSTEM FAILURE- Over 27,000 Difficult to Identify –for Teachers, Parents & Exceptionally Able No Agreed Definition Students Students in Ireland Lack of Opportunities for Exceptionally AbleNo Co-ordinated Effort Myths & students fromto reach Entire Group Misconceptions Disadvantaged Backgrounds Legal Quagmire -Learning Difficulties & Lack of Teacher Training recognition of E.A. as a Disabilities can mask & Gifted Education SEN in 1998 Education High Ability funding Act – none EPSEN 2004
  • 5. The Needs Greater Department Appropriate Peer groupbreadth and of Education Teacher educational development depth of to fund gifted Training challenges opportunities curriculum programmes
  • 6. The Risks Dis- Chronic Loss ofengagement Under-with Learning Motivation achievement
  • 7. Professor Deborah Eyre Opportunities HighPotential Motivation Achievement Support “What Really Works in Gifted & Talented Education” Professor Deborah Eyre
  • 8. Professor Carol DweckGrowth vs. Fixed Mindsets– Stanford Psychologist Carol Dweck"Kids get so caught up in the moment-to-moment issue of will they looksmart or dumb, and it blocks them from thinking about the long term . . .You have to teach them that they are in charge of their intellectualgrowth."Read more: http://www.time.com/time/magazine/article/0,9171,1126743,00.html#ixzz1FeB1QVc5
  • 9. Professor Françoys GagnéGagné’s Model of Giftedness & Talent• Giftedness = High Potential• Talent = High PerformanceExceptionally able journey from high potential tohigh performanceIdea of Hidden Gifts – allows the identification ofchildren from disadvantaged backgrounds, differentcultural backgrounds and twice exceptionalchildren.
  • 10. A Solution Can provide Supports the Can be used opportunities 21st Century PrimaryChallenging Collaborative Creative at school and for peer Skills School at home group Development Curriculum development
  • 11. 3D Immersive Technology
  • 12. MissionV Primary Schools Project – The Pilot
  • 13. The Ingredients5 Exceptionally Able 1 Creative Learning Parental support for Students Support Teacher access at home and school Supportive School 2 Hours Learning Management Support each Week
  • 14. First Project: Castledermot High Crosses Digital Photos for TexturesSite Visit 3D Replica
  • 15. Out of This World! Guest Speakers – Award Winning Chessboard – Making Children’s author BobReal Social Connections Burke makes a virtual visit
  • 16. 21st Century Skills 3D Modelling and 3D Programming in a their own virtual world!
  • 17. The Results Provides Highly creative Allows Independent opportunities for PeerLearning Environment Learning Group Development – SOCIAL NETWORKINGCan support Primary Can Support the Students Develop 21st School Curriculum Needs of 2e Students Century skills
  • 18. MissionV Primary Schools ProjectBrid Uí Mhaoluala – Learning Support Teacher in charge of GaelscoilCarlow Pilot: • Use of “scaffolding” vs. strict lesson plans. • Open ended, constantly evolving. • Change of mindset for Teacher - exploratory learning with teacher as guide. • About the process rather than the product. • Made students consider possibilities vs. finalities. • Students became self reliant when it came to problem solving. • Collaboration – huge social impact – development of peer group. • Skills quickly outstripped teacher.
  • 19. Teacher LedStudent Driven
  • 20. Teacher Says . . .“We worked the Daynuv project for two periods aweek in school, but the children continued to work onthe project at home. It was great that they could workon what they wanted and on something trulychallenging.I am not a techno-wizard, I dont even have an ECDL,so by taking this on, I felt I would be able to say to anyteacher that if I could do it, anyone could.” Bríd Uí Mhaoluala, Learning Support Teacher, Gaelscoil Eoghain Uí Thuairisc Carlow
  • 21. MissionV – Phase 1 DEIS Status Mix of Schools Patrons Incl. Urban & Large & Rural Small 20 Schools Support ofNationwide on 2E children MissionV
  • 22. Lesson Plan Sharing Inter School Science Week Collaboration MissionV LearningSimulations Hub Etwinning Virtual Visits Peer to Peer – “Experts” Mentoring
  • 23. Innovative . . .“The project (MissionV) is innovative and is making excellent use of anumber of cutting edge technologies. It is very timely given theDepartment of Education and Skills’ prioritisation of numeracy atboth primary and post primary level. The use of a 3D learningenvironment and geometric building tools by children tocollaboratively build 3D replicas generating a fully interactive worldpowered by their own software is very much in line with the thinkingand implementation of the project maths curriculum at post primarywhich is being rolled out at present to all schools.” Jerome Morrisey, NCTE Director
  • 24. MissionV – The Digital Sandbox
  • 25. MissionV – The Digital Sandbox
  • 26. MissionV – The Digital Sandbox
  • 27. MissionV – The Digital Sandbox
  • 28. MissionV – The Digital Sandbox
  • 29. EngagementINTERACTIVITY IMMERSIVENESS ENGAGEMENT
  • 30. GAME BASED LEARNING – WHY IT CANWORK WITH HIGH POTENTIALSTUDENTS
  • 31. James Paul Gee – “Deep Learning Properties of Good Digital Games” IDENTITY INTERACTION PRODUCTION RISK TAKING CUSTOMISATION AGENCY WELL ORDERED CHALLENGE & PROBLEMS CONSOLIDATIONhttp://www.jamespaulgee.com
  • 32. James Paul Gee – “Deep Learning Properties of Good Digital Games” SITUATED PLEASANTLY JUST IN TIME MEANINGS FRUSTRATING SYSTEM THINK DISTRIBUTED THINKING LATERALLY KNOWLEDGE CROSS PERFORMANCE FUNCTIONAL OVER TEAMS COMPETENCEhttp://www.jamespaulgee.com
  • 33. Dr. Patrick Felicia – iGBLEvidence Shows: Waterford Institute of Technology • Good Digital Games can enhance students learning & motivation • Supports individual & collaborative learning • Digital games motivate students to learn at school and at home • Positive impact on knowledge acquisition & skills development – Enquiry Based Learning • Motivation to learn is aroused when students design their own digital games • Knowledge into Practice – deeper understanding - move to expert level • Teacher has key role to play in briefing and debriefing
  • 34. • The Forge in Halo • MinecraftExamples of User Generated Reach • Machinma • Level editor – allows users to • Complex Building use basic building blocks and Structures weapon spawns • Community Forum • Community created maps • Blog – The World of Notch • Bungie Allstars Weekly • Galleries – “The Minecraft Art Competition Museum” • Based on theme - Halo • Indie Game Development Reach screen capture • Each winner gets a star forContent their name plate in game
  • 35. Machinima.com“The word “machinima” is a loose hybrid of the words“machine” and “cinema” and is used to describe theprocess of creating real-time animation by manipulating avideogame’s engine and assets. “
  • 36. A Sense of Community – Online Games/ConsolesSocial Interaction: Collaborative: Mixed Abilities:Better Game Play with Working together to “newbies” & Regular Team Mates reach a certain goal experienced gamers together in shared learning space
  • 37. A Sense of Community – Online Forums for Gamers“We posted our opinions onthe (US) presidential race in Sense of Belonging – Variety 2008, the recent demise of Self regulating – “we don’t of Discussions means kids Osama Bin Laden and the tolerate bad behaviour” can find a peer group Royal Wedding . . .we talkabout everything on there”
  • 38. Transferring Gameplay to Classroom • “Inside the game” – LEARNING BY EXPERIENCE OR IMMERSION • “We see a lot of teamwork in videogames now and that should be implemented in teaching”. – LEARNING BY COLLABORATION
  • 39. Learning to Fail – Failure as a “Learning Device”Antidote to Perfectionism!Repetition can be UsefulInstant FeedbackNew StrategiesPerserverence “I’ve learned about thinking through what I’m doing, whether what I’m going to do is a good idea or not.”
  • 40. “The most commonmantra of a real gameris: “If I ain’t learning it ain’t fun!“” John Seely Brown A New Culture of Learning
  • 41. Connect . . – @MissionVHQ – Facebook.com/MissionV – Web: www.MissionV.ie – Email: info@missionv.ie