An excellent presentation, on a difficult topic. Being 'IN' the Second Life is the only way to REALLY experience it. I believe that the main reason people enter and then leave is that the interface is way too difficult for the novice. Geeks can handle it. For education - the emphasis should be on the hard stuff - Building! The social is happening all the time.
Second Life in Education (NJAET) - Presentation Transcript
in Education Implications for Teachers, Students and Administrators Kevin Jarrett (KJ Hax) Part-Time Faculty Walden University October 9, 2007
Get a First Life x x
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Agenda
What Second Life is (and why it matters)
My grant-funded research project: results so far
Implications for educators
Wrap-Up / Q&A
1) Second Life: in words
“… an Internet-based virtual world … developed by Linden Lab … users, called "Residents", interact with each other through … avatars … a social network … Residents can explore, meet other Residents, participate in individual and group activities, create and trade items and services ...” Source: http://en.wikipedia.org/wiki/Second_life
1) Second Life: in words
“… an Internet-based virtual world … developed by Linden Lab … users, called "Residents", interact with each other through … avatars … a social network … Residents can explore, meet other Residents, participate in individual and group activities, create and trade items and services ...” Source: http://en.wikipedia.org/wiki/Second_life
1) Second Life: in words
Kalning, Kristin (2007-Mar-12). If Second Life isn't a game, what is it? Retrieved May 8, 2007, from MSNBC.com Web site: http://tinyurl.com/yq26z7
1) Second Life: in video NMC Campus: Seriously Engaging http://tinyurl.com/2kfmxy Introduction to Second Life http://tinyurl.com/2bdckz Ants in Second Life: a Simulation http://tinyurl.com/2oope3 Global Kids Islands (Teen SL) http://tinyurl.com/38kec3 Global Kids Social Issue Machinima (Teen SL) http://tinyurl.com/2jbgxc
1) Second Life: in words
Second Life is:
An environment, a platform, a blank slate
Two ‘grids’: Teens and Adults
Completely user directed and controlled
Best viewed with a modern, powerful PC
Economically linked to the real world (Linden $)
Highly social
International
Free
1) Second Life: in words
Second Life is NOT:
A game
Finished, complete, ready-to-use
Crowded
100% ‘safe’ (like the web, there are ‘bad places’) [Teen Grid projects ARE 100% safe!]
Passive
Easy to use for people with poor keyboarding skills!
1) Second Life: in words
Two “Grids”
Main (Adult) 18+
Corporations, Non-Profits, Institutions of Higher Ed
Eight different projects to date in math, social studies, language arts, health
Suffern kids … in their own words … [video]
2) My research: results so far
Main Grid Findings
Incredible professional networking
EdTech leaders among early adopters/first movers
Meaningful, real world relationships
Educators still exploring (and inventing) uses and applications
Replicate “real world?”
2) My research: results so far
ISTE in SL
A “must-see” resource
Docents (volunteer guides)
Educator “Show & Tells”
Thursday Night “Socials”
Free facilities (meeting spaces, etc.) for use
A SAFE PLACE FOR EDUCATORS TO CALL HOME!
The single largest influence on my SL experience to date
2) My research: results so far
The C.A.V.E. (my place!)
The Center for Advanced Virtual Education
Four buildings on EduIsland II
Carl F. Spackler Hall (dorm) residents: Andy Carvin, Hall Davidson, Doug Johnson, Ian Jukes, Annette Lamb, Alan November, Will Richardson, David Warlick
Goal: elevate discussion of SL (pro and con) to highest levels of the blogosphere
3) Implications for K-12 educators
SL is a rich, engaging, powerful learning environment that requires modern technology infrastructure and planning to use effectively.
SL is not expensive (educators receive discounts) but a presence (island) is not free
With support, the SL learning curve is gentle
Students are self-directed – are you ready?
For Teen Instruction
3) Implications for K-12 educators
SL early adopters include some of the world’s most innovative educators
SL (M.U.V.E.s in general) = future of the web?
Little “real” PD happening there NOW that is different from/superior to current 2D web
Exception: Kathy Schrock’s Lighthouse Learning Island
Power of relationships formed in SL cannot be overstated
For Professional Development
Why should you care?
Margolis, Dawn (2007, March). Puffle Kerfluffle. Retrieved May 8, 2007, from WIRED.com Web site: http://tinyurl.com/ywj9de
Slatalla, Michelle (2007-May-03). My Daughter, the Burger-Flipping Penguin. Retrieved May 8, 2007, from New York Times Online Web site: http://tinyurl.com/237wrl
Athavaley, A. (2007, June 20) . Retrieved October 8, 2007, from the Wall Street Journal Online Web site: http://tinyurl.com/2z93rb
Dessault Systems Commercial
3) Implications for K-12 educators
3) Implications for K-12 educators
Global Kids Island
Kids Connect
Eye4You Alliance
Ramapo Islands
The PacRimX Islands
The Ohio STEAM island
MATRIX Learning
Youtopia Island
LearnWay Island
Oz Island
Schome Park
BritishCouncil Isle
Accelerate Nation
YOUR SCHOOL HERE?
Teen Grid Projects as of May, 2007 (Source: Claudia Linden) More information - http://tinyurl.com/2yav97
3) Implications for adult ed
SL’s environment has a few advantages to traditional asynchronous distance learning
Hardware and bandwidth requirements create a ‘digital divide’ (likely to exist for some time)
Tools merging SL/2D web, including SLoodle: http://www.sloodle.com/
Universities rapidly moving into SL: http://tinyurl.com/2z9u7q
Can your institution afford NOT to be in SL?
SL is just one of many cutting-edge edtech topics, but:
It’s FREE to explore
It’s EARLY in the adoption curve
It’s ADDICTIVE (but in a good way)
It’s WORTH knowing more about
It’s NOT GOING AWAY!
Not ready to take the leap? YouTube it:
3) Implications for everyone http://youtube.com/results?search_query=second+life&search=Search
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