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Virtual Worlds as Web 2.0 Learning Spaces Sarah “Intellagirl” Robbins Ball State University, IN  ELI 2008
PEDAGOGY FIRST TECHNOLOGY SECOND STUDENTS FIRST UNIVERSITIES SECOND
<ul><li>encourages contact between students and faculty </li></ul><ul><li>develops reciprocity and cooperation among stude...
WHAT IS WEB 2.0?
Prosumer
Remote  Applications
Social
Application Program Interface
WHERE DO  UNIVERSITIES   FIT IN?
Who are our  STUDENTS ? Where   do they  LIVE ? How do they  LEARN  outside  the classroom?
TODAY’S STUDENTS
89 % USE EMAIL
67% GET NEWS ONLINE
64% SEND IMs
74% WATCH VIDEOS ONLINE
89% USE FACEBOOK
43% PLAY ONLINE GAMES
56% DOWNLOAD MUSIC
91% INTERNET SEARCH FOR ANSWERS
52% READ BLOGS
60% SEND/RECEIVE TEXT MESSAGES
57% SEARCHED FOR INFO ABOUT COLLEGE
Encyclopedia Britannica
BENEFICIAL NARCISSISM
FLEXIBLE IDENTITY
FACING A DIFFERENT WORKPLACE
TOMORROW’S  STUDENTS
No Medial Hauntings Sloane. “Haunting story of J”  Passions and Pedagogies in the 21 st  Century . Hawisher and Selfe
New Learning Models Sheri Graner Ray  Gender Inclusive Game Design: Expanding the Market  (2003)
Hypermediated
 
See the Similarities?
VS.
WHERE WE TEACH THEM
HOW WE DELIVER INFORMATION
LET’S  COMPARE
VS.
VS.
REACHING THE NET GENERATION: 3 APPROACHES
1 SOCIAL NETWORKING TWITTER
INSTANT MESSAGING
FACEBOOK
55% of American 12-17 year olds have used a Social Networking website
BENEFITS SOCIAL COMMUNITY LOCAL / GLOBAL IMMEDIATE
2 CONTRIBUTED CONTENT YOUTUBE
WIKIPEDIA
BENEFITS PARTICIPATORY COMMUNITY AUTHENTIC IMMEDIATE
M ULTI U SER V IRTUAL E NVIRONMENT 3
 
SELF EXPRESSION THROUGH AVATARS
“  [Today’s “game generation”] want to be to be  treated as “creators and doers” rather than  “ receptacles to be filled w...
COMMUNITY
TRANSLATING IDEAS
ENCOURAGING  SPECIFIC BEHAVIORS
PLAYING A  ROLE
CHANGING ROLES IN  DRAMATIC WAYS
INTERACTING  WITH  FANTASY
CRITIQUE AND PARODY
BENEFITS COLLABORATION CREATIVITY AUTHENTICITY COMMUNITY ENGAGEMENT
MUVE/Immersive Networks Participatory NEW FACE OF EDUCATION THE EQUATION
Sarah “Intellagirl” Robbins SL: Intellagirl Tully Email: intellagirl@gmail.com Web: intellagirl.com Skype, Yahoo, AIM, Gch...
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Eli2008: Virtual Worlds and Web 2.0

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Transcript of "Eli2008: Virtual Worlds and Web 2.0"

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