Eli2008: Virtual Worlds and Web 2.0

Loading...

Flash Player 9 (or above) is needed to view presentations.
We have detected that you do not have it on your computer. To install it, go here.

0 comments

Post a comment

    Post a comment
    Embed Video
    Edit your comment Cancel

    Favorites, Groups & Events

    Eli2008: Virtual Worlds and Web 2.0 - Presentation Transcript

    1. Virtual Worlds as Web 2.0 Learning Spaces Sarah “Intellagirl” Robbins Ball State University, IN ELI 2008
    2. PEDAGOGY FIRST TECHNOLOGY SECOND STUDENTS FIRST UNIVERSITIES SECOND
      • encourages contact between students and faculty
      • develops reciprocity and cooperation among students
      • encourages active learning
      • gives prompt feedback
      • emphasizes time on task
      • communicates high expectations
      • respects diverse talents and ways of learning
      Chickering and Gamson 7 Principles for Good Practice in Higher Education
    3. WHAT IS WEB 2.0?
    4. Prosumer
    5. Remote Applications
    6. Social
    7. Application Program Interface
    8. WHERE DO UNIVERSITIES FIT IN?
    9. Who are our STUDENTS ? Where do they LIVE ? How do they LEARN outside the classroom?
    10. TODAY’S STUDENTS
    11. 89 % USE EMAIL
    12. 67% GET NEWS ONLINE
    13. 64% SEND IMs
    14. 74% WATCH VIDEOS ONLINE
    15. 89% USE FACEBOOK
    16. 43% PLAY ONLINE GAMES
    17. 56% DOWNLOAD MUSIC
    18. 91% INTERNET SEARCH FOR ANSWERS
    19. 52% READ BLOGS
    20. 60% SEND/RECEIVE TEXT MESSAGES
    21. 57% SEARCHED FOR INFO ABOUT COLLEGE
    22. Encyclopedia Britannica
    23. BENEFICIAL NARCISSISM
    24. FLEXIBLE IDENTITY
    25. FACING A DIFFERENT WORKPLACE
    26. TOMORROW’S STUDENTS
    27. No Medial Hauntings Sloane. “Haunting story of J” Passions and Pedagogies in the 21 st Century . Hawisher and Selfe
    28. New Learning Models Sheri Graner Ray Gender Inclusive Game Design: Expanding the Market (2003)
    29. Hypermediated
    30.  
    31. See the Similarities?
    32. VS.
    33. WHERE WE TEACH THEM
    34. HOW WE DELIVER INFORMATION
    35. LET’S COMPARE
    36. VS.
    37. VS.
    38. REACHING THE NET GENERATION: 3 APPROACHES
    39. 1 SOCIAL NETWORKING TWITTER
    40. INSTANT MESSAGING
    41. FACEBOOK
    42. 55% of American 12-17 year olds have used a Social Networking website
    43. BENEFITS SOCIAL COMMUNITY LOCAL / GLOBAL IMMEDIATE
    44. 2 CONTRIBUTED CONTENT YOUTUBE
    45. WIKIPEDIA
    46. BENEFITS PARTICIPATORY COMMUNITY AUTHENTIC IMMEDIATE
    47. M ULTI U SER V IRTUAL E NVIRONMENT 3
    48.  
    49. SELF EXPRESSION THROUGH AVATARS
    50. “ [Today’s “game generation”] want to be to be treated as “creators and doers” rather than “ receptacles to be filled with content.”(Prensky, 76)
    51. COMMUNITY
    52. TRANSLATING IDEAS
    53. ENCOURAGING SPECIFIC BEHAVIORS
    54. PLAYING A ROLE
    55. CHANGING ROLES IN DRAMATIC WAYS
    56. INTERACTING WITH FANTASY
    57. CRITIQUE AND PARODY
    58. BENEFITS COLLABORATION CREATIVITY AUTHENTICITY COMMUNITY ENGAGEMENT
    59. MUVE/Immersive Networks Participatory NEW FACE OF EDUCATION THE EQUATION
    60. Sarah “Intellagirl” Robbins SL: Intellagirl Tully Email: intellagirl@gmail.com Web: intellagirl.com Skype, Yahoo, AIM, Gchat: Intellagirl

    + guest40012eguest40012e, 2 years ago

    custom

    172 views, 0 favs, 0 embeds more stats

    More info about this document

    © All Rights Reserved

    Go to text version

    • Total Views 172
      • 172 on SlideShare
      • 0 from embeds
    • Comments 0
    • Favorites 0
    • Downloads 9
    Most viewed embeds

    more

    All embeds

    less

    Flagged as inappropriate Flag as inappropriate
    Flag as inappropriate

    Select your reason for flagging this presentation as inappropriate. If needed, use the feedback form to let us know more details.

    Cancel
    File a copyright complaint
    Having problems? Go to our helpdesk?

    Categories