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Eli2008: Virtual Worlds and Web 2.0
 

Eli2008: Virtual Worlds and Web 2.0

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    Eli2008: Virtual Worlds and Web 2.0 Eli2008: Virtual Worlds and Web 2.0 Presentation Transcript

    • 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
      • 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
    • 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 with content.”(Prensky, 76)
    • 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, Gchat: Intellagirl