Future Learning Environments (Final Slide Cast)
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Future Learning Environments (Final Slide Cast)

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Open, Virtual and Smart Learning Environements

Open, Virtual and Smart Learning Environements

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Future Learning Environments (Final Slide Cast) Future Learning Environments (Final Slide Cast) Presentation Transcript

  • Future Learning Environments
    http://www.masternewmedia.org/future-of-education-the-best-2009-articles-and-reports-from-masternewmedia/
    (Xie, et al., 2006)
  • Future Learning Environments
    Virtual Learning Environment
    Open Learning Environment
    Smart Learning Environment
    http://www.engadget.com/2008/09/18/classrooms-of-the-future-to-have-multitouch-desks-probably-a-fe/
    http://solesandsomes.wikispaces.com/
    http://aboutonlineschool.info/second-life-a-virtual-education-platform
  • Second Life – Classroom
    (Dickey, 2006)
    http://education.secondlife.com/?lang=en-US
  • Second Life – Couch Discussion
    (Dickey, 2006)
    utm.utoronto.ca
  • Second Life – Art Gallery
    (Dickey, 2006)
    http://www.ecu.edu/cs-admin/news/poe/2008/1008/secondlife.cfm
  • (Lambe & Johnson, 2009)
    http://www.education.ed.ac.uk/e-learning/spaces.htm
    http://paulineoliveros.us/site/node/86
  • (Lambe & Johnson, 2009)
    http://www.techfresh.net/world-of-warcraft-wrath-of-the-lich-king-trailer/
  • (Lambe & Johnson, 2009)
    http://www.genyvoodoo.com/2006/12/whyville-to-host-virtual-concert-for.html
  • (Lambe & Johnson, 2009)
    http://mrschu81.wordpress.com/2008/04/
  • (Lucia, et al., 2009)
    http://www.nytimes.com/2007/09/09/business/yourmoney/09second.html?_r=1
  • (Lucia, et al., 2009)
    http://blogs.cadenaser.com/denueveanueveymedia/2007/05/pregntale_a_gas.html
  • http://okapi.wordpress.com/projects/okapi-island-in-second-life/
    (Childress & Braswell, 2006)
  •  
    http://mpop99.com/mypopspace/pages/2007/05/news-europeans-predominate-in-second.html
    (Childress & Braswell, 2006)
  • (Delwiche, 2006)
    http://education.secondlife.com/
  • Second Life – A Tour Inside The Body
    (Lambe & Johnson, 2009)
    http://www.massively.com/2008/02/18/a-tour-around-the-testis-education-in-second-life/
  • Second Life – Renaissance Island
    (Lambe & Johnson, 2009)
    http://4rxt.wordpress.com/tag/renaissance-island/
  • A Second Life Ecosystem
    http://craigphares.com/blog/tag/games/
    (Lambe & Johnson, 2009)
  • Second Life – Outer Space
    (Lambe & Johnson, 2009)
    http://virtualunderworld.net/wordpress/?m=200807
  • Second Life – Under the Sea
    (Lambe & Johnson, 2009)
    http://steppingintohistory.org/Conference%20Schedule.html
  • http://mycollegeguide.org/blog/03/2010/virtual-world-meetdentistry/
    http://www.flickr.com/photos/10762419@N06/1570520079/
    (Luff, 2000)
    http://sl.nmc.org/2006/09/25/jeremy-kemp/
  • Second Life – Lecture
    nmc.org
    (Delwiche, 2006)
  • http://www.life123.com/technology/video-games/gaming-laptops/personalize-with-gaming-laptop-accessories.shtml
    (Yee, 2006)
  • http://www.gamertell.com/gaming/comment/hardcore-gamers-play-48-hours-a-week-says-npd/
    (Messerly, 2004)
  • http://www.examiner.com/x-2069-Hartford-Video-Games-Examiner~y2009m3d1-WoW-is-crack-of-video-game-world
    (Delwiche, 2006)
  • (Delwiche, 2006)
    http://www.mavav.org/news/web_comic/
  •  
    http://www.uoguelph.ca/academics/openlearning/
     
    (Bunt and Conati, 2002)
  • (Bunt and Conati, 2002)
    http://midlinkemergingtech.wordpress.com/
  • (Bunt, et al., 2001)
    http://jime.open.ac.uk/2008/09/jime-2008-09.html
  • (Shah, & Salimullah, 2009)
    http://emergent-culture.com/transitioning-to-a-planetary-culture-trend-convergence-and-the-case-for-socio-cultural-transformation/
  • Open Learning Environment
    Student
    HAS
    effective learning Style & meta-cognitive skills
    Student
    DOES NOT have effective learning style & meta-cognitive Skills
    Bayeasian
    ACE
    Student Learns by
    Self Exploration
    Student Learns with
    A Little Help & Self Exploration
    (Veermans et al., 2000).
    (Bunt, et al. 2001)
    (Bunt & Conati, 2002)
  • A Microprocessor
    (Stutt & Motta, 2004)
    http://www.howstuffworks.com/microprocessor.htm
  • (Stutt & Motta, 2004)
    http://english.pravda.ru/photo/report/garbage-3353
  • http://bink.nu/news/microsoft-surface-was-used-last-year-in-the-movie-quot-the-island-quot.aspx
    (Srivastava, et al., 2001)
  • Feedback from Toys
    (Nixon, et al., 2005)
    http://alissagrosso.com/category/random-thoughts/
  • (Srivastava, et al., 2001)
    http://netgened.wikispaces.com/8F+Innovation+and+Smart+Objects
  • Feedback from Objects
    http://www.stamfordadvocate.com/local/article/King-students-developing-new-energy-technology-437892.php
    (Nixon, et al., 2005)
  • Feed Back Sensors
    (Nixon, et al., 2005)
    http://www.picotech.com/educational.html
  • Security
    Privacy
    Trust
    http://english.pravda.ru/photo/report/garbage-3353
    (Srivastava, et al. 2001, p.133)
    (Nixon, et al., 2005)
  • http://www.cob.niu.edu/history/photos.asp
  • (Xie, et al., 2006)
    http://www.masternewmedia.org/future-of-education-the-best-2009-articles-and-reports-from-masternewmedia/
  • http://www.walletpop.com/blog/2010/05/05/lawsuit-against-second-life-brings-real-world-problems/
  • http://www.willistonherald.com/articles/2009/04/05/news/doc49d82716b0ca3477650211.txt
  • http://www.cibersociedad.net/congres2009/es/coms/story-of-drive-through-elf/633/
  • “I look to the future
    because that’s where
    I’m going to spend
    the rest of my life”
    Famous Quote by George Burns
  • Thank You
  • References:
    Bunt, A. & Conati, C.(2002). Assessing Effective Exploration In Open Learning Environments Using Bayeasian Networks. Department of Computer Science. University of British Columbia, p. 1-10
    Bunt, A., Conati, C., Huggett, M. & Muldner, K. (2001). On Improving The Effectiveness of Open Learning Environments Through Tailored Support Exploration. Department of Computer Science. University of British Columbia, p. 1-9
    Delwiche, A. (2006). Massively multiplayer online games (MMOs) in the new media classroom. Educational Technology & Society, 9 (3), 160-172.
    Dickey, M. D. (2006). Game design and learning: a conjectural analysis of how massively multiple online role-playing games (MMORPGs) foster intrinsic motivation. Education Technology Research Development. 55, 253-273
  • Lambe, A. & Johnson, L. (2009). The potential, the pitfalls and the promise of multi-user virtual environments: getting a second life. Teacher Librarian. 36(4), 68 – 71
    Lucia, A. D., Francese, R., Passero, I., & Tortora, G. (2009). Development and evaluation of virtual campus on Second Life: The case of SecondDMI. Computers & Education, 52, 220-233
    Luff, I. (2000). "I've been in the Reichstag": Rethinking roleplay. Teaching History, 8-18.
    Messerly, J. G. (2004). How computer games affect CS (and other) students’ school performance. Communications of the ACM, 47, 28-31.
     
    Nixon, P. A., Wagealla, W., English, C. and Terzis S. (2004). Security, Privacy and Trust Issues in Smart Environments.Technical report of the Global and Pervasive Computing Group. Department of Computer and Information Sciences. University of Strathclyde, Glasgow, Scotland.
    Shah, A. & Salimullah, K (2009). Use of Information and Communication Technology (ICT) for Effective Open and Distant Learning (ODL). International Journal of Emerging Technologies in Learning, 4(4) 63- 67.
  •  
    Srivastava, M., Muntz, R & Potkonjak, M. (2001). Smart Kindergarten: Sensor-based Wireless Networks for Smart Developmental Problem-solving Environments. Proceedings of the ACM SIGMOBILE 7th Annual International Conference on Mobile Computing and Networking, p. 132–138.
     
    Stutt, A & Motta, E (2004). Semantic Learning Webs. Journal of Interactive Media in Education, 10, 1-25.
     
    Veermans, K., DeJong, T. & Van Jooligen, W.R., (2000) Promoting self directed learning in simulation-based discovery learning environments through intelligent support. Interactive Learning Environments, 8(3), 229-255.
     
    Xie et al. (2001). Smart Classroom - an Intelligent Environment for Tele-education. Department of computer science and technology. Tsinghua University. Beijing, China. 662-668
     
    Yee, N. (2006). The Psychology of MMORPGs: Emotional Investment, Motivations, Relationship Formation, and Problematic Usage. In R. Schroeder & A. Axelsson (Eds.), Avatars at Work and Play: Collaboration and Interaction in Shared Virtual Environments, London: Springer-Verlag, 187-207.