Modding the Metaverse; The Pedagogy of Participation - AoIR 2007
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Learning and Play in Virtual Environments: Interdisciplinary Perspectives - AoIR 2007

Learning and Play in Virtual Environments: Interdisciplinary Perspectives - AoIR 2007

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Modding the Metaverse; The Pedagogy of Participation - AoIR 2007 Modding the Metaverse; The Pedagogy of Participation - AoIR 2007 Presentation Transcript

  • Modding the Metaverse: The Pedagogy of Participation AoIR 2007 Tracy Kennedy , University of Toronto / Virtual Research Assistant, GNWC Joanna Robinson , Brock University / Virtual Research Assistant, GNWC Dr. Gerri Sinclair , Director, GNWC Centre for Digital Media http://mdm.gnwc.ca/
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  • Traditional Didactic Modes of Learning
    • Lecture styles with a top-down approach
    • Information delivery is linear and static
    • Legitimates disciplinary discourses, knowledge & information
    • Problematic power relations between professor and student - hierarchies
    • Does not always allow for nor encourage constructive interaction between students, and between students and instructors
  • Participatory Pedagogy
    • Content:
    • Incorporating personal experiences, skills, knowledge and individual context
    • Process:
    • More interactive and empowering pedagogical style of learning and knowledge construction inside and outside the classroom
    • Students take an active role in the learning process
  • Internet & Education
    • Web 2.0
    • Collective & interactive
    • Synchronous
    • Flat Web
      • ie: Wikis, Blogs, Moodle etc
    • Web 3D
    • Incorporates Web 2.0 features
    • Self expression & self direction
    • Diverse ways of learning
    • Hands-on technical skill building
    • Three dimensional spaces
    • Transformation of personal experience and researched content into a tangible visual form
    • Virtual Worlds
      • ie: Second Life, Active Worlds, Metaplace, Google Sketch up and more...
  • Why Participatory Pedagogy?
    • Self directed learning can increase their sense of empowerment
    • Using student’s own knowledge can improve the perceived relevance of subject material and therefore can improve their motivation
    • Can allowing students to gain insight into their own value systems and improve their confidence
    • Exercising reflexivity and contemplation can improve their level of ‘self-awareness’ skills generally
    • (Aldrich 2004)‏
  • Why Participatory Pedagogy?
    • We are living in a time of emerging participatory culture, fluency in this culture is an asset
    • Need to prepare students for work in the
    • information age
    • ICT use among students is pervasive
      • mp3 players, cell phones, laptops, video games
      • Facebook, MySpace, YouTube, Flickr, Skype
  • Centre for Digital Media (Latitude: 49:16:0.383N, Longitude: 123:5:26.329W)‏
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  • Virtual Centre for Digital Media University Project (150, 84, 23)
  • Thank You!
  • Thank You!
  • Thank You!
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  • Modding the Metaverse Workshops
    • How can a group collaborate to modify or create their own learning space?
    • What are the processes involved?
    • What are some of the factors that must be considered?
    • How might the findings be beneficial to our students?
    http://www.youtube.com/watch?v=Tp5FNID5kMU
  • Modding the Metaverse Workshops
    • Call for participants sent to potential students, SL educators & researchers lists
    • 3 workshops: 2 discussions, 1 modding & building
    • Objectives:
    • Support small teams and large group work
    • Individual/reflexive tasks
    • Design and creation
    • Flexibility – can one environment facilitate all of these things?
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  • What we learned
    • Exercise helped us think about how we might envision virtual learning spaces
    • Collaborative modding and building is possible in SL
    • A design brief is only useful if participants adhere to it
    • Roles need to be well defined in the team
    • Need to have a clear concept of what the space will be used for to best facilitate learning objectives
  • What we learned
    • Skill divides bring about challenges in participation in building and even discussing
    • Circular designs emerged
    • Builds had no roof in many cases
    • Disagreement among participants as to whether replicating first life classrooms was useful in virtual spaces
    • Placement/style of screen/display/whiteboard device was important in most designs
  • CDM’s other Second Life activities to date:
    • Blended reality open house
    • Community partner Vancouver Police Department's Second Life experiment
    • Blended reality book launch by MDM advisory board member William Gibson
    • Hosting a virtual conference - CITASA MC 3.0 2007
    • Blended reality program launch with Premier Campbell
    • Projects for ‘The Visual Story’ and ‘Building Virtual Worlds’
    • Exercises and exploration in ‘Interdisciplinary Improv’
    • Use in courses & future events proposed
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  • http://www.youtube.com/watch?v=gLTDwzpPWMI
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  • Professor Tracy JoannaTrail Blazer GerriTrail Blazer [email_address] [email_address] [email_address]
  • http://mdm.gnwc.ca/ http://www.flickr.com/photos/gnwc http://www.youtube.com/user/gnwc